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Popular Content
Showing most liked content on 07/11/2016 in all areas
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9 pointsSo this is a WIP. Sunny beaches? Resort hotels? I'm sure anyone could guess what my intent is with this area's final product... (click for full size - it's a fairly large image)
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7 pointsThis month I'm celebrating the 1st anniversary of my NYC train set. To kick it off, I'm sharing some WIP images of my upcoming train depot/yard shop for the new Metro Overhaul Mod headed by Bloody Penguin and Lazarusman who are working hard bringing us this awesome mod. This will be among the first such depots that will function the same as buses and trams but for trains on metro lines. This means no more underground only blocks for metro lines. Also note the third rail tracks! Lazarusman is doing a great job on them. The metro will now come above ground and even on elevated lines and be dispatched from the yards and back when taken out of service making our trains on metro more realistic. I look forward to making some real train yards around these. Trains that already exist on the workshop will be ported to be used as metro so there's no need to wait for new trains for this. This will finally give me a good reason to use metro in this game and see my trains in a proper subway system. Exciting times ahead. In Game first test of the model Since we cannot place tracks right next to each other, I may model some old tracks for bays 3 and 4. Hopefully my next test will be actually making a functional line.
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6 points
Version 1.2
3,547 Downloads
Veredas Santiaguinas A sidewalk mod made by matias93 Este mismo texto está en español adentro del archivo! AKNOWLEGDEMENTS: This mod couldn't be possible without the impressing work of Rivit and MGB204 (rsc204), creators of GoFSH and the (not yet published) Automated Sidewalk Mod. To make a mod as big as this by hand, as many other creators had done before, is a titanical task that deserves sheer aknowlegdement; I just created a couple of textures and clicked buttons once and then. DESCRIPTION: This textures are inspired in the 'veredas' or sidewalks that were built around 1980 in Santiago, Chile: they are little concrete tiles with geometrical designs, that form big square shapes using black or red tiles. In the game, I chose to keep an uniform colour, trying to avoid the sudden colour changes that make Maxis' textures so unappealing; instead, only coloured tiles change with wealth level, as the general condition of the sidewalk: ochre tiles with clean and orange-y concrete in high wealth sidewalks, red burgundy squares and grey concrete in mid-wealth textures, and blackish borders with stained concrete in the low-wealth sidewalk. Thanks to MGB204's scripts, this mod can change all textures that correspond originally to Maxis' white tiles: sidewalks on all streets, roads and avenues (including RHW intersections), crossings with all other networks, pedmalls, plazas and residential, commercial, industrial and services' lots; it is even compatible with the new additions on NAM 34. An important exception are GLR (tramway) tracks, that get sorrounded by the new texture but not completely replaced. Depending on the existence of more advanced scripts, this could change in a newer version. INSTRUCTIONS: <-- Jump here if you don't like the details This mod has to be installed MANUALLY. Is not enough to copy and paste everything: you'll end with a cluttered folder and surely your prefered networks will be oddly patched. Copy the folder called z___veredasstgo to your Plugins folder (the one that is on My Documents/Documents/). It is preferable that you delete all other sidewalk mods, but the folder is named in a way that will load it the last, overwriting other conflictive textures. Open the folder you just copied and delete the files you won't use: a. "Veredas Stgo BASE" chenges most street, road and avenue sidewalks, so you should keep it. b. "Veredas Stgo sitios y plazas (LOTS)" change the lots' textures, allowing a more uniform result. You should keep it; delete it only if you prefer to use another texture on lots and plazas. c. "Veredas Stgo NAM" folders will only work if you had installed the Network Addon Mod (very recommended); YOU MUST KEEP ONLY ONE FOLDER. Choose the one that corresponds to the driving side your game uses (LHD: on the left as in the United Kingdom, RHD: on the right as in Europe), and to the roads' lines colour (US: yellow lines as in the United States, EU: white lines as in Europe). Open the folder you had kept: there you'll find one or two more folders with options: a. Open the folder called "Rail Options" and delete the files that doesn't match the kind of rail tracks you use: Maxis, PEG or RealRailway (RRW). There shall to be just two files, with the same ending. b. Only if you have installed EU white lines with the NAM, open "TuLEP Options" folder and delete all the files that doesn't match to the TuLEP textures you installed with the NAM. Most surely you are using Maxis default ones, but make sure it is that way. There shall to be just two files, with the same name after the "TuLEP". Close the folder "z___veredasstgo". If you use DATpacker or other program that packs your plugins, get sure not to pack this folder, unless you are certain no other mod could overwrite this textures. DEPENDENCIES: This mod replaces textures without using any dependency. You can extract the textures to use it as dependencies for other creations, but they aren't currently in the right format to do so. COMPATIBILITY: This mod cannot be used with any other sidewalk mod, unless you combine it deleting parts of each one; if you know how to do that, you aren't surely reading this instructions. This mod also don't work with plugins that change some textures that seems non-modified after using. I'm refering particularly to MGB204's Super Light Asphalt AddOns; it changes the GLR textures already modified by this mod, and depending on the loading order, it could result on this mod overwriting MGB's one completely, or his mod changing GLR side textures to ML's Super Light Asphalt, which is lighter and non tiled. Anyway, is your option to test with this, but you are warned. LICENSE: This mod has a Creative Commons Attribution - Non Commercial 4.0 International licence, what means you can use all its content directly or creating something derivately, while you give explicit attribution to all previous authors, and while you don't charge for accessing or using this content or a derivate you create of it. To create the textures, I used a tile texture made by Patrick Hoesly, a dirt texture by dfass12 and a grass one that is on the public domain. SUPPORT and HELP: I made a development and support thread on Simtropolis, you can visit it with the following link: -
6 pointsPreviews from the Olympic Aquatics Stadium (zoom 4): However, I have bad news. As some here know, I had an unforeseen event and I'll be without my laptop I use to make my BATs for a few weeks. On the other computer I'm using the programs do not run well, and the Maracanã and Copacabana Palace Hotel will be postponed, because they are very complex and softwares crash. Although it won't be in STEx soon, the Maracanã will appear in Elavery's CJ To 'replace' these delays, I will try to make some less complex buildings for the project.
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5 pointsA aerials few I took last weekend - night lights, disabled tonemapping and maximum fog are a match made in heaven:
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5 pointsI added the code for texture selection. Missing are: LOD textures Node textures (intersections, sharp turns) Meshes I will not publish it before LOD and Node textures are working. Skins can be published as separate mods with simple xml configs: <?xml version="1.0" encoding="utf-8"?> <SkinsDefinition xmlns:xsi=" http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd=" http://www.w3.org/2001/XMLSchema"> <Skins> <Skin name="Red Brick" id="boformer.RedBrick" network-name="Basic Road"> <Segments> <Segment index="0" main="RoadSmall_D2.png" apr="Basic Road_APR.png" /> </Segments> </Skin> <Skin name="Rusty Bulkhead" id="boformer.RustyBulkhead" network-name="Quay"> <Segments> <Segment index="0" main="Quay_d.png" xys="Quay_xys.png" /> </Segments> </Skin> </Skins> </SkinsDefinition>
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4 pointsThe problem is to do with stability of adjacent networks. This might look like a simple overpass, but actually from the perspective of the games code it's very complicated. No less than 8 crossings in the space of four tiles, all made with the same network, DirtRoad (what we use as RHW). As a result, sometimes the game gets things wrong. To get the code to "try again", you just need to click around with the RHW tool randomly. Usually after a few attempts the games code will get things right and everything will work as expected. However there is often a specific spot that will work, so a bit of trial and error can be needed. If all else fails, add a few RHW-8S starters a tile or two from where the RHW-4 crosses, to add additional stability. Although that shouldn't be necessary here.
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3 points
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3 pointsHonestly, the opposite is more likely. For example, let's take RRW (Real Railway). Assuming everything else is the same, technically the code base and amount of textures, models etc have all been increased with NAM 34. In reality, is that going to be the difference between your computer running well or not?, unlikely. For most users the real "enemy" is somewhere between the size of their cities populations and the sheer amount of content installed. DATPacking has only one real benefit, loading times. Since the same amount of content is loaded either way, just that SC4 can process (index) large DATs more efficiently. Not surprising really, see the difference of copying a large file from one disk to another v.s. many small files with a much lower overall size. This is really more about how hard drives work than anything else.
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3 pointsWell, that's key to the game - part of the challenge lies in designing a transportation infrastructure that works. Therefore, the game needs some limits and conditions under which vacancies in a building will not be filled. First the game notices "hey, we could use some more industry or people will go out of work". That's your first challenge: Keep those demand bars under control, fill demand. Find suitable space and lay out those zones. Now the game checks for access to these zones, and if it can't get your Sims to that shiny new factory within the allowable parameters and limits, the factory will end up unused. There's your second challenge: bring supply and demand together. Buildings ending up unused are a problem because these unfilled job vacancies are like empty calories: They decrease your commercial/industrial demand by the number of job vacancies, but they don't actually lead to more employment.
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3 pointsLook at all those trucks lining up to get at the frieght station... ah, they just don't have anywhere else to go, and no throwing freight on trains as they pass by.
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2 pointsSouthern winter vacations had arrived, and with them, free time to experiment with the game. After years of playing and roaming the site, a simple test on using a sidewalk mod overflowed on the creation of my own sidewalk mod, all thanks to the high tech advancements by Rivit and MGB (a.k.a. rsc204). Well, in fact it begun a little before: in March I uploaded a fictional map, and surprisingly, people is using it! So, to take advantage of the momentum already gained, I'm opening this thread, to give support on this couple of humble custom content I've done, but also to try creating something more. By now, I let you with what is already done: Ciudad del Lago (map) A 24x24 km square region with lots of hills and natural canals, and plenty of pre-terraformed plains to build Veredas Santiaguinas (sidewalk mod) A Santiago de Chile inspired SD sidewalk mod for Maxis networks, lots and NAM networks, made with MGB's Automated Sidewalk Mod. Now it also includes SCILT support! Basaltic Sands (sand and beach texture mod) Blackish SD sand textures for basaltic beaches, from Polynesia to Iceland Basalt Column Tiles (sidewalk mod) A SD sidewalk mod made of sliced basalt columns, for your hotspot-placed cities <-- working on this Basalt Columns (cliff texture mod) A SD cliff texture that mimics basalt columns, with different hues for various locations: Iceland, Spain, Yellowstone, New Zeland, Taiwan, etc. <-- researching m93 KOSC SuperSHK+ retexture for Veredas Santiaguinas and Sudden Valley (override of SuperSHK textures) What it says on the title
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2 pointsHello there again! Back for another update, but this is a tester for any future updates for Okaiken. First of all, I would like to address @tariely's issues with contrasting. Currently I am working in 2 screens and the differences between the two screens are evident in the colour that you might see on the update. For those with yellowish or reddish screens, you will see a darker, contrasted, more late afternoon kind of update. Those with a bluish screen will see clearer and less contrasted kind of update. I do apologize if the contrast is different again, but I have tested the following photos in the laptop screen, a second LCD monitor screen, an iPhone, a Sony Xperia Z3 and a high definition OLED TV. (More blue) Laptop screen -> iPhone -> OLED TV -> Xperia Z3 -> Second LCD monitor (More yellow) Enjoy the update! --- Music selection: Ai no Message (Suggestion from one of the Japanese person that I talked to) Today, we are in Toyozawa, Okaiken's second largest city. We will explore possible urbanisms within the context of Toyozawa's maritime history as well as explore numerous precedents within the city to understand the dynamism and the differences between different strata of the urban landscape. First, we visit the fishing port at the eastern end of the port. While a larger container terminal had replaced most of the historical dwellings in the area, these still manage to assimilate with the surroundings. Currently there is a movement to preserve some of these houses. Due south of the port lies Raigen-ji, a Nichiren sect Buddhist temple. to the right is the subway maintenance terminal, and due west of it is the garbage collection/waste to energy facility. It was built in the area with the owner's promise to keep carbon dioxide levels to zero when burning waste. Here lies the front gate of the Toyozawa naval station for the Sanese Maritime forces, the tall, slender building to the bottom left is the residential facility, while the building to the centre-right houses the offices. A nearby subway station (below the train terminal) is used as a bunker. A couple of docked SMF ships in the naval station. We are now at the container terminal. Toyozawa's container terminal is Okaiken's second busiest, after the port of Tokuyama in Tokuyama Prefecture. Though located near the city centre, the port area is well connected to railways and highways. The main container terminal. It houses the main offices of several shipping companies such as Marunouchi, The OR group, and Sunflower. Just due south of the main container terminal is one of the main commercial districts of Toyozawa. the bottom left skyscrapers are actually industries taking advantage of the reclamation project of the civic government. The old warehouse now marks where the original coastline was. Now, it had moved quite far from the coast due to the infill of reclaimed land used to create the container terminal. We have now reached the end of our destination. Stay tuned for more urban exploration of Toyozawa. -30- @gviper thanks! Much appreciated. The landscapes took days to MMP, plus additional photoshopping had to be done to change the colours and contrasts. @Terring thanks! @Whte_rbt Sanyo building was at Gobanboshi's website as well, but it seems to be loading very slow (original file by kei). @tankmank thanks! As well as to you @BugeyedDragon. @kschmidt well priorities do come first, real life had become way more important ya know? Thanks @Ln X those buildings were really hard to find; Japanese buildings were known to be of different shapes and sizes as well as height. @raynev1 thanks! T'was working hard in it and relaxing music sure did help. @Themistokles thank you! @MushyMushy that long squat building btw is from APTX. I do not know the name of the building in general but you can find all of his work here (recommend you to download all of it); the second building is also on the same link. @tariely thanks! Also see above. @Urban Constanta nah, it's sc4 still with minor photoshopping. @Talla 2XLC nah, SweetEFX should stay with CSL I was able to control more of what my photo would look like in SC4. @takemethere Thanks! As a special, you can take a look at my other, continuing work at this wiki to know more about Okaiken. Who knows that we had a wiki? Also, don't forget to visit the Okaiken website. Who knows that I have a website? じゃあ~ いってきます!(^も^)>
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2 pointsThis is just a mini tutorial showing industrial freight preferences for how it chooses to ship its goods out of town. The main principle is that they want the quickest route to the neighborhood connection. (I tried to explain this in chat, but I feel I wasn't able to convey my idea very well.) In the following picture the key elements are: The industries in the upper left are zoned so their street access is to the north which means the rear of the buildings are to the south and adjacent to the rail line. The truck traffic for the farms north of the rail line passes by a rail station before it connects to the road. The industry and farms south of the east/west road are farther from the train station and therefore do not use it. The main thing is that in order to convince them to use the freight station, it must appear to them as the quickest route. They will not drive a wee bit further to get to it if there is a neighborhood road connection in their sight. In this next picture, I'm showing how the industry is zoned so the rear of their buildings are adjacent to the rail line. When that is the case they will just toss the freight directly onto a train. No train station is needed. I made the industrial zones face the direction I wanted by holding the Ctrl Key and then drawing the zone starting at the street and then dragging away from it. I hope this clarifies what I was saying in chat. Edit: This was created to illustrate a principle. It is NOT a recommendation for how to deal with slopes.
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2 points
From the album Photoshop Challenge (S3-05-E)
Before you cast your vote, please view the first comment to see it in full resolution! Photoshop enhancements: Crashing waves, custom water texture, custom beach texture, fog/mist, boat reflections, boat ripples, and the usual stuff that I include in nearly all of my pictures (which includes finding a suitable filter, faded black borders, slight tilt shift, editing some of the color values to make them "pop", and then varying levels of saturation, glow, and sharpening) From my "South Pacific" entry in my CJ, True Earth: "...After getting off our cruise ship, we make our way across Easter Island to Anakena Beach. Anakena is one of two beaches that Easter Island has to offer - the rest of the island is quite rocky and barren, making it a popular tourist destination. We're surrounded by wild horses, endless palm trees, and the sound of crashing waves once we get to the beach, and Moai statues face inwards towards the island to greet us once we get there. The Rapa Nui people purposely placed the Moai facing inland while they were being constructed some 600-800 years ago - to show that they were protecting and honoring the people of Easter Island. The mysterious Moai statues offer more questions than answers: how were they built, how were they set up, and how did the Rapa Nui people move the statues across the island? No one really knows for certain, so we just sit back and admire their greatness. After checking out the Moai, we spend the rest of our day lounging around in our inner tubes, taking in the natural beauty of the island - it's truly a one of a kind destination." -
2 points
Version 1.0
8,573 Downloads
The president of the company just resigned amidst a financial scandal, half of the secretarial pool is out sick with the flu, and you keep getting text messages on your work phone from a Nigerian prince who wants to offer you millions of dollars in exchange for your banking information. Ah, the life of office drudgery! If you prefer answering voicemails and attending staff meetings to slopping coffee at Depiesse's Diner, then this pack is for you. Presenting another set in a series of office buildings to provide some variety in your commercial business districts. Included in this upload are the following establishments... Legion Enterprises Mannheim, Doe & Deen The Bruner Building Loudun Marketing Dugdale & Lukins, LLC. Talbye and Knapp, Inc. Blumhardt Communications Michel Public Relations Schmidt Ecklund Mutual Nicola, Martin & Peck Larson and Hammond Tax Specialists Aubrey Consulting Cele Data Solutions Ossett Venture Capital These buildings were made to complement existing Maxis offices with varying footprints, primarily in the 2x3 and 3x2 range. This pack contains 14 different buildings over a total of 75 lots, ranging from stage 3 to stage 6, offering upwards of 250 jobs at maximum, and split between medium and high wealth. All have been lotted similarly to their Maxis counterparts in order to blend in, so there are no dependencies. Plus they also contain custom queries, nightlights, and stats similar to previous offerings. So, push through all those calls you need to return, drop off the revised numbers for the board meeting to the accounting department, and be sure you don't accidentally leave your resume in the photocopier near the third floor breakroom once you're done using it (after hours, of course)...enjoy! -
2 points
From the album Photoshop Challenge (S3-05-E)
Gah! Its so sunny out I can't even see anything! This is ridiculous! -------------------------------------------- I modified this by modifying the Color Balance, Softening the image a bit, Sharpening it a tiny bit, Added some Noise to it, I adjusted the Hue and Saturation, added a tiny bit of Blur, and then messed with the Color Balance a little bit more. I made this in Paint.NET. This is for the Photoshop Challenge.© 2016 VeeTHis
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2 pointsSo, I was going to dive in and do some smaller medium wealth commercial services, but this fell out of me when BATting... I am going to have fun with the roof details...
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2 pointsA little WIP pic today. 2 more oil tanks which fit on 6x6 lot. The fixed roof one is more or less done - it needs props and some that sort of touch ups. The floating roof I'll add a little walkway going into it and it has no LOD or normal map yet. with a bit of luck I'll finish them tomorrow, so won't be long until they're on the workshop. Oh, and tris count is currently just below 900 and just above 1000 (will prob end up about 1100 tris), so they're on the lighter end
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2 pointsI confirm it now works well and it appears normally in the list ! Thank you very much !
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2 pointsHi v701, This has been reported previously, and it's believed to be a site bug. After a bit of experimenting (unpublished, edited and republished), I think I've fixed it. Can you confirm it now shows in the index list?
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2 pointsI haven't made much progress as in progress good enough for the city journal, so I've decided to display what I have. At the edge of tile A3 there are some farms; the tile itself has a lot of flat land but it's at the edge of the city tile separated from the rest of the region by some very hilly land. I figured out that while placing an industrial area here might be a good idea, SC4 will somehow break the thing apart by not sending any commuters there due to it being on the literal edge, so I placed some agriculture there instead. Nothing really to explain here so just enjoy the pics and let them speak! ================================================================================================================ REPLIES! @jebediah & @kschmidt: Thanks for commenting! Like the update? Comment in the comments below or just give a 5 stars if you can't think of any!
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2 pointsI couldn't resist, so here's a rough early test before the textures are done and it's all properly placed with sub-buildings:
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2 points
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2 pointsIm going to go try this myself right now, to see if I can build an industrial area that primarily uses freight stations, freeing up roads for car traffic. I mean why bother having freight stations if they are hardly used? That's no fun.
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2 pointsHaha! Is it weird that when I bulldoze something and see all the little red frowny faces, I sometimes tell my Cims not to get their knickers in a twist?
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2 pointsA good while ago, scientists discovered some ruins in a grove close to a river delta. It has been assumed since then that these ruins originated from a pre-Calidorian era (you might want to click here for more information), but, according to more recent research, these ruins might be remnants of Calidorian settlers from the early beginnings of the history of Calidores that had to abandon this place for unknown reasons, most likely an immense flood or lack of resources. Since their discovery, these ruins attract more educated Sims from all of the world, to see both the ruins and the way how nature tries to repair the damage humankind has caused by deforesting the area adjacent to the ruins.
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2 pointsPlease view the first comment to see it in full resolution! Located on the island of Cephalonia in the Ionian Sea, few beaches across the globe can compare to Greece's breathtaking Myrtos Beach. Due to it's remote and rugged location, the beach is completely inaccessible by foot - the only way to reach it is to traverse your way down a series of steep hairpin curves. Once you make it there however, you'll be rewarded greatly with pristine, warm Mediterranean waters, perfectly soft white sand, and of course, incredible views. There's plenty to do as well - surfboarding, windsailing, boating, or you can just soak up the sun if you wish - why don't you come visit today?
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2 points
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2 points
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2 points
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2 pointsManama square is a large business district and the most place to New Year celebration with a giant screen on the building.Manama square is famous for its scramble crossing. It is located in front of the NVR Manama Station Manama East exit and stops vehicles in all directions to allow pedestrians to inundate the entire intersection.The large TV screen mounted on nearby buildings overlook the crossing, as well as many advertising signs.
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2 points
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2 points@DeltaGamer Yes my veggies are larger in tris than the vanilla trees but so far they do not cause any performance issues. I made a shorter version of the grass clusters. These can be placed in more urban situations. It's another 2 piece set. See Steam page for more details. Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=689986108
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1 point
Version 1.0
33,141 Downloads
As with my other mods, this mod accommodates my own incorrigible penchant for extreme cheating (cough) ease of play. Not compatible with other RCI mods (RCI plop mods are fine). Tax building values are high, pollution levels are low, freight quantities and frequency of production are increased. -- Offline only -- For all RCI buildings: * Tax building value set to 100,000 simoleans. * Minimum workers for operation for all buildings reduced to 1. * Garbage reduced to 0. * Water capacity set to 15 and water usage to 5 (or left alone if lower) * Power capacity set to 15 and power usage to 5 (or left alone if lower) * Self-ignite threshold property set to 500, up from either 45 or 90. Additionally, for all industrial buildings: * Transmitter amount (volume of pollution) set to 0. Occasionally, some industrial buildings show as polluting, but nothing comes of it. * Transmitter Rate (how frequently a building pollutes) set to every 10 hours (600 in-game minutes). * Skill threshold (number of educated citizens needed for tech level) set to 1 for low, medium and high residents. * The delay, in minutes, for producing the next batch of freight set to 15 (down from 36, 48, and 72). * Freight production doubled. ---> Note: More than likely, you will need to replop existing industry. This mod only affects RCI buildings, so transportation, utilities, trade, landmarks, etc., are not affected. Compatible with RCI Plop (003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package). Thanks to rzvsividra for identifying the instance ID#s of low tech medium density buildings, freight amount, and freight production delay. To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing industry. -
1 point
Version 1.0
23,800 Downloads
The Coast Guard has finally come to SimCity. This CDK3 conditional reward is similar to the game-default military bases but with less poillution and no increased crime... and a lot more panache. No expense was spared in this 10x5 mega-lot that weighs in at nearly 5 megs. The lot is comprised of 7 nite-lit primary models and countless other custom props including boats, helocopters, static and animated coast guard personnel. The lot is extensively nite-lit, has transit enabled driveways... and includes a qustom query and query sound effect. Three different types of Search & Rescue choppers will come and go throughhout the day. The main security gates will also open and close as the station shuts down for the night and reopens in the morning. The lot is a conditional reward... yet is only available in the Water Transportation menu along with the other CDK3 specialty lots. It is fairly easy to earn. The requirements as well as your current status are displayed in the menu icon description. Alternately, you can earn the reward by completing the good Fishing Boat mission. (or just use the You Don't Deserve It cheat). * Although the lot is decidedly styled after the US Coast Guard, it is not intended to be specific to any one real-world nation. It is commonly depicted and referrenced as "Coast Guard Service" (not US Coast Guard) and the flag is a One Flag - Many Nations (OFMN) prop so the player can easily select any national flag to be flown. * All custom models and props used in these lots have been optimized for reduced file size and game resource usage. ** This requires the following dependencies: PEG-CDK3 Resource Pack 1 ( PEG-CDK3_Resource-Pack_01.dat ) Included in: PEG CDK3 SUPER PAK PEG Security Fencing Kit Optional: One Flag - Many Nations (OFMN) Mod All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -Cori Edit: Made dep linkys clickable. -
1 point
Version 1.0
7,167 Downloads
Mini Cooper Dealership, by Mattb325. --------------------------------------- The new Mini Cooper dealerships certainly are eye-catching. Clad in dark Aluminium Composite Material panelling punctuated with brushed steel window frames and coloured, plastic-coated display boxes drawing the eye to the oh-so-trendy cars within. The showrooms are soaring internal spaces (quite the opposite of the car!) often extending three or four floors. These large showrooms really are designed to be signature spaces for urban environments. But work equally well out in suburbia. This lot is offered as a 6x4 and 6x6 high-wealth C$$$ lot. The 6x4 lot is also ploppable. Use the control key while zoning to assist in getting the 6x4 size and 6x6 sizes. The 6x4 lot may be broken up by the game if insufficient CS$$$ demand exists: hence the reason for including a 6x4 Ploppable with Jobs. Stats, links and dependencies are listed below. --------------------------------------- STATS: Growth Stage: 2 (6x6 lot) and 4 (6x4 lot) on low/medium and high density zones and a 6x4 ploppable with jobs Bulldoze Cost: $243 Capacity Satisfied: CS$ 3,208, CS$$ 804, CS$$$323 Pollution: 21 (Air)/ 14 (Water)/ 28 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 90 Mwh Water Consumed: 808 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Commercial Car Dealership/Commercial Services Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot or Desc files! If you use the dark nite version, you will need a dark nite mod. Either: (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) OR (http://gizmo.aplaceforwebsite.com/index.php) --------------------------------------- DEPENDENCIES: BSCBATPropsMattb325_Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) BSCBATPropsMattb325_Vol03.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2768) BSC Essentials (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=443) To install, simply unzip the file into your plugins folder. Thankyou and enjoy. -
1 pointThis is for the tourism competition - I know it's late... Please view the full size image in the first comment below before casting your vote! Far from any major cities and only connected by an average-speed country road are several old-style villages tucked between the mountains with stunning views of the ocean. Many of these towns changed over time as tourism grew, which led to the construction of hi-rise resort hotels and a subsequent influx of beach-goers and yachtsmen. This particular town is one of the smaller ones and lacks any marine facilities, but many people will sail over here due to be able to take in the grandeur of the towering rock face that surrounds the town on three sides. This causes the town to have longer than average "nights." Today we are catching the town in the later part of the morning, and the pitch-black shadow caused by the eastern rock face has almost receded. The two resort hotels in this town are seasonal, and tourist season has just begun. The beach is not particularly full and the hotels are just getting started up for this year's tourists, which explains their empty parking lots. The fancier hotel to the east has already sent the first two of its white and yellow shuttle buses to the city to pick up customers from the airport - a 40 mile drive. One of them can be seen heading west on the country road. The larger hotel on the west end of town already has its first group of patrons - a large group of foreign tourists filling two chartered buses. The crowd currently gathered on the beach is watching a mid-sized cruise liner slowly make its way through the water. The ship is based in the city 40 miles away and so it's a frequent sight in many of the coastal towns in the area. Another sight to behold is the multi-million dollar yacht that has also entered the scene from the west. It would also appear that there are some people on jet skis racing each other. The beach generally gets 3-4 times as full when tourist season is in full-swing. Lastly, the bleak building at the base of the mountains is a corporate office where bigwigs meet to discuss future plans for the city's dominant oil company. A small group of black cars can be seen making their way up the hill to the site. All cars and other vehicles are static models Photoshopped in. Photoshop was used extensively for this image.
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1 pointThis was one of my earlier versions of forcing industry to use a rail station. It's not the most efficient layout, but I didn't intend it to be. This was part of a story line I was imagining as I played. Later in the story the freight train company failed to make a sufficiently large donation (bribe) to the mayor's fund and so she authorized an avenue connection in the southeast section of this city tile. After that the rail traffic dropped to like 50 and the owner was later arrested for failure to pay taxes.
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1 pointthat's the the way it seems we have to design the cities, forcing what traffic we want to go where we want to make use of the transport systems. Each bus stop, rail station, freight station must be strategically plopped so that they actually get used as intended. So its a matter of matter of preventing traffic some places and allowing the flow in other places. These vehicles are robots with simple instructions. also we might find using one way roads useful to direct the automatons to where we want them to go I see you used one single road to connect the residential to the industrial. That's how I'm going to build now, no more massive grids allowing the robots to just go crazy all over the place following their GPS instructions. Total traffic control is now the rule in SimCity!
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1 pointAs always those are some mighty fine uploads, Feindbold!!! The only ones not so happy about it are the Cims that I had to brutally evict so I could re-angle the street they were living on - aaahhh, that sweet drama called progress
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1 pointYeah, I agree those other game wouldn't run well if it were the plague thing causing sc4 troubles. Were the replacements an exact match of those boards or an upgrade to something else? I ask cause if it was an upgrade the drivers on the Dell site I linked to before prolly are not the ones you'd want.
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1 pointPracticing with the BAT, I'm working on an outdoor climbing centre. That belayer looks too casual. I'm not sure I would trust him belaying for me...
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1 pointIt's time to BUMP this thread and bring back the mosiac LOVE! Note: Use this link from Imgur if the mosaic goes blurry- https://imgur.com/a/gMhgj
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1 pointJourney to Ajaw Xulman It's time for a vacation! So, we're headed south to Harar. We're going to visit the lost city of Ajaw Xulman, deep in the semitropical rainforest. It's not really lost of course. No one misplaced it. Rather, it is just off the beaten path. Kind of like Nemo and Dory... they were not actually lost, either... but, I digress... Vacation time! I'm ready - let's go! And some final wishes from us:
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1 pointHere's the small town of Degelman Crossing. A typical town you're likely to see in the Canadian Prairies.
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1 pointI made a quick generic cluster of tall grass for waterways. This large cluster may ;look unrealistic in urban settings but great for swamps and shores. Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=678804415
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1 point
Version 1.0
5,070 Downloads
Description: This is just a pair of lots that enable you to plop the PEG Coast Guard boats (Cutter and Patrol Boat) by themselves anywhere in the water. Previously, these were part of an excellent PEG Coast Guard lot, but the boats were moored on the pier - now you can get these babies going out on the open ocean Dependencies: PEG-CDK3 Coast Guard Station (specifically, the *PEG_CDK3_CG-Equiptment_RESOURCE.dat) Installation: Simply unzip the file and put the entire 'SimCougs PEG CG Boats' folder in your plugins (don't forget the dependencies). Developer notes: You will find these boats under the 'Water Transportation' menu - simply plop them where ever you like. No costs or benefits - these are simply eye-candy lots. Support: For comments, questions or help, please visit SimCoug's Lot&Mod Den Special Thanks: Thanks to Pegasus for creating these awesome models, and thanks to Chris11 for the request.
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