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Popular Content
Showing most liked content on 03/30/2023 in all areas
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10 points
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9 pointsScenes from Acua-Dibamba International Airport on the outskirts of Acua, Democratic Republic of Formosa. Grab a ticket today and visit one of Africa's fastest-growing cities.
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6 points@PlanetOfHats The only solution I see is to put the problematic ships in a wider lot to avoid interference with other LOD's. You can also reduce the problem if you make the LOD's as tight and low poly as possible.
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3 pointsMore grungy freight! This time a REPlacement and ADDs for the first Boxcar, based on various Cargowaggon rolling stock. btw, is there any documentation on how the piggyback car works? Or is just something not to mess around with and just block it out in my packs at some point?
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2 points
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2 points
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2 pointsDoing this procedure is not recommended as you only get critical errors because you have two NAM versions. NAM always requires a clean install when making updates My advice is to create a folder ZZZZ_AUTOMATA that is loaded at the end and insert inside all the mod automata
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2 pointsThe problem is that these Buildings Exemplars exist, but have no real function. The game just reads all the Buildings Exemplars and presents a list. It only runs into a problem when these Exemplars don’t link to anything. Sure that could be missing dependencies, but that’s highly unlikely, since Lots are rarely distributed that way. Most as Buildings Exemplars that are essentially temporary files for the process of creation. They literally do nothing, the only solution would be to purge them from the .DAT files using Reader. But you need to know what you are looking at, because there very may well be valid Exemplars too that you shouldn’t remove. @Tyberius06 is doing a sterling job of updating these old files and as he does so, removing the useless installers and things like this that should never have been included to begin with. But of course, it’s a lot of work for just one person, so is taking time. Plopped Residential buildings don't work, some may try to convince you otherwise, but the truth is that one way or another, they eventually abandon. Not to mention, trying to Plop everything is actually very bad for the simulation as a whole, Commercial tends to be fine, but Industrial won't export freight and this alone can cause big problems. A really good explanation of the pitfalls is written here, the most important thing to note is that Plopping things without sufficient demand, will ultimately break everything. One work-around is this ‘service’ which can alter your save file having Plopped things, so they work as if they were grown, essential really if you are going down this path.
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2 points
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1 point
Version 2.0
105,684 Downloads
The SimPeg Agricultural Mod (SPAM) is an absolute, total and complete replacement for the game-default farming system. The default system was never really finished before game release and was, in fact, designed to be short-lived and used only initially in starter cities. The game, as it progresses, actually is designed to kill off all desire and usefulness for farming. We changed all that. Not only have we changed how all the farms look... but we also changed how they play. Originally in a city, you could hug a tree... or kiss the sky with glass and steel. Now... you can do both. At its most basic function and goal, the SPAM is an IND MTP Replacement Mod... similar to the RES and COM MTP replacement mods. Its primary goal is to give an MTP-ish look and feel to the game's default farm lots. Want to know more? Yeah of course... As a matter of fact, you NEED to know A LOT more - so before you install, we invite you to visit the Full ReadMe and learn more about these. FEATURES Development Stages Agricultural (I-R) Demand Employment Education No Power? No Water? Pollution Sub-Divide and Conquer Crop Only Lots Improved Lot Orientation Crop Selection Future SPAM SPAM Comparison Developer Notes on General Troubleshooting and Compatibility DEPENDENCIES This mod requires the MTP Super Pack. INSTALLATION By default, the SPAM files will reside in a sub-folder named "SPAM" in your Documents Plugins folder. See the included Full ReadMe for more information! All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -
1 point
Version 1.0.0
2,255 Downloads
/!\ These are NOT automatas! They will only appear in game after you've placed them on your lots! /!\ This prop pack contains 719 different cars for you to place on your lots. The cars are available in 90 and 45 angles and feature night lights. (except some race cars) The cars are from the start of the 20th Century all the way up to 1999 and from a variety of manufacturers from all round the world. As with all my uploads, they're done firstly for my use and therefore reflects my tastes, and ideas, as such I've categorized the cars following the things I intend to do in the game at some point. I will not make more than that, seeing as this pack is already massive. I have not dat packed the props so that you can decide which you want to keep or not. I advise to dat pack it for easier loading times. Disclaimer: I did not model the cars. Apart from a few modification here and there. I only converted and imported them into 3dsmax, textured and rendered them for SC4. They mostly come from Assetto Corsa mods and Sketchup's 3D Warehouse. All credits goes to the original creators. Since I am not making money out of this, I'd say it's fair play to use them. For full picture lists of the cars and more details, please check my BAT thread following this link. -
1 pointWhat's the deal with hardware rendering? If it's so hard, why don't they make easyware instead? 20 years after its release, SimCity 4 has aged remarkably well; the graphics engine has not. (The graphics themselves are pretty good though.) The Graphics Rules file has no understanding of newer GPUs and has a bad habit of picking sub-optimal graphics settings. The DirectX driver was effectively obsolete by the time the game came out; errors like "Could not initialize DirectDraw" have randomly come up since release. And if you get that error, your framerate falls off a cliff as the game puts itself into software rendering mode. (We don't talk about the software renderer.) There is a hidden option to use OpenGL instead of DirectX by passing "-d:OpenGL" in the command line options. This isn't viable either since everything falls apart after loading a city: Sad to say this is not a snow mod. What can be done? We could use a wrapper like DDrawCompat or dgVoodoo, and that works fairly well. But adding translation layers also means taking a performance hit, as documented in that thread. There is one other saving grace here, though, which you can probably guess from the thread title. If you know the magic words, the game can load a DLL that upgrades an existing component. So join me on an adventure as we try to write our own graphics driver! (Spoiler: we're not there yet.) SimCity 4 has a couple of components to handle putting pixels on the screen. There's a GraphicsSystem that translates the game state to finer graphical commands, and a GDriver (graphics driver) that sends those commands to a graphics API, like DirectX or OpenGL. The GDriver interface is a target that the game calls SimGL. As the name implies, it's an abstract OpenGL 1.2 target, so the DirectX and Software drivers have to translate OpenGL-like commands to something that makes sense for those APIs (*). Also like OpenGL, GDrivers support "extensions," which are optional but can be leveraged by the GraphicsSystem to improve performance or add features if they're available. For example, lighting support is an extension supported by OpenGL and DirectX, but not by Software. If the abstract machine is based so heavily on OpenGL, then why is SC4's OpenGL support poor? I'm not totally sure, but I think there's a few issues that play a part: A lot of SC4 textures (FSHs) are compressed using DXT/S3TC, and the game was written to target OpenGL 1.2.1 (as far as I can tell). DirectX standardized support for these textures, but texture compression wasn't a standard feature until OpenGL 1.3, and this specific format couldn't be built into OpenGL because of patent issues. Vertex buffers, which would improve performance, were also not standard in OpenGL yet. The DirectX GDriver implements them, but OpenGL does not. There's also an extension for "buffer regions" to boost performance which, again, is not standard in OpenGL. The game does try to provide them as an extension, but it seems this does not work for Intel graphics. A lot of these features became standard or ubiquitous long after SimCity 4's development cycle, so I've made a project called SCGL (pronounced like "sigil") to rewrite the OpenGL GDriver and add these features. I picked OpenGL 3.0 since the game depends on a lot of features that are now deprecated. 3.0 was the last OpenGL version to offer these features for compatibility, and recent GPU drivers still have compatibility modes for it. It's still very early days, but the good news is that I'm at the point where the game loads and we have something showing up on the screen. If you can believe it, this is region view, and those green boxes are clouds. Again, super early days. But it's a starting point for debugging, so the next immediate goal is to fix the texture corruption. Getting region view to be recognizable would be nice, but honestly I would settle for having the buildings in a city show up as untextured white boxes and iterating from there. (*) This has some interesting implications for the Mac port. Since SC4's DirectX driver was the only stable hardware renderer, Aspyr had to write their own DirectX wrapper, even though Macs only supported OpenGL. So it has an OpenGL GPU pretending to be a DirectX card (Aspyr's wrapper) pretending to be an abstract OpenGL API (SimGL).
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1 point
Version 1.0
22,516 Downloads
Following in jeronij's footsteps, this is another "all inclusive" mod that changes the look of your streets. The main focus is set to residential streets; however, a few commercial and agricultural zones can be altered as well. Other optional files will also change the look of the default Maxis trees on roads and oneway roads. The main goal of this mod is to add trees to streets in residential zones, as well as parked cars, which is a very common sight throughout Europe. Mod Details This mod is fully modular, so you can decide which street and road tiles should be affected by the mod, and you can also decide which trees should show up there. For this purpose, several street tree DATs have been created. It's even possible to mix the various tree styles, however the result will look best when you only install one DAT at once. More tree style DATs can be created later to use trees by other designers as well. Unfortunately, this method doesn't work for seasonal trees, but a seasonal tree version of this mod might be released later. Depending on wealth type and zone density, the look of the streets varies. You won't see any cars parked on the curb in high-wealth low density zones, and only medium and high density zones will have parking bays and dirt circles for the trees. Please note that the DATs for roads and oneway roads will only change the trees, but they do not add any cars or parking bays to your roads. The DAT for agricultural zones doesn't add any cars or parking bays either. You can install or uninstall the mod at any time you want. To update your streets with the new look (or the default Maxis look again), simply select the street tool and click on your streets, i. e. on the crossroads. The props will change automatically in a radius of a few tiles. By clicking more than one time, you can also alter the appearance of the trees, in case the first click didn't meet your liking for some reason. If brown boxes are showing up, please make sure you have all dependencies, as listed below. Compatibility This mod is not compatible with any other street mod, such as jeronij's streetside mod, ardecila's street tree mod, swamper77's no palm mod (however, the files that remove the palms from lots etc. will work fine) or Pegasus' no street junk mod. If other mods that modify the look of the streets are installed, only the one that is loaded last will determine the appearance in the game. Dependencies If you want to use Cycledogg's or Pegasus' trees, you also have to install the following files. The files described above will use trees from all four packs by Cycledogg, so make sure these are installed properly. If you don't install the dependencies, brown boxes will show up on your streets. CP_PropPack_Vol01.dat CP_PropPack_Vol02.dat CPT_No8_TreeModelsPartOne.dat CPT_No9_TreeModelsPartTwo.dat PEG_MTP_RESOURCE_vol1.dat Please make sure to read the readme file for further details. This mod is using an installer, Mac users can find a ZIP version -
1 point
Version 1.0.0
1,902 Downloads
This Japanese Small Commercial (zakkyo) Set (vol. 1 and vol. 2) was made by Sanankoku and originally was uploaded onto his/her personal website (http://www3.ocn.ne.jp/~no6081/), which is no longer existing and this upload hasn't been available according to my best knowladge since then. Please note with the permission of the Simtropolis Staff Members (Cyclone Boom and CorinaMarie), this file has been uploaded on behalf of Sanankoku. It was not available anymore due to the unfortunate demise of his/her personal website. All the works contained within this download (lots, descriptors and models) were created by Sanankoku. Installation: Unzip the whole bundle, or COPY the "Sanankoku" folder from the *.zip into your plugin folder. You don't need to keep the "Documents" folder. Please bear in mind, that most probably you will find a "z_Sanankoku English Locals" folder (the name speaks for itself), which you should keep if your game doesn't support (EU and US editions most probably) the Far Eastern character sets. It ensures that ingame the Lots will show their names properly in English. Every Sanankoku upload will contain the same collective local file, so when you copy the folder from the zip, just let it overwrite any of the files. I strongly recommend you to keep the provided folder structure. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. LIST OF ITEMS: * 10 pieces of Commercial buildings with variable sizes: 1x2, 2x2 and 4x3 - you can find the detailed stats in the attached HTM file. * z_Sanankoku English Locals No Dependencies!!! Have fun and enjoy! - STEX Custodian TEAM (Tyberius06, CorinaMarie, Cyclone Boom) -
1 pointThe NAM Team is pleased to announce the 47th release of the Network Addon Mod, NAM 47. DOWNLOAD LINKS (All Cross-Platform) STEX ModDB What's new in NAM 47? Here's a list: Pedestrian Revolution Mod Features: The NAM Team is pleased to present the Classic Draggable Pedmalls, courtesy of Ulisse Wolf and Lucario Boricua. These come in 8 styles, 6 of which are equivalents to the Pedmall Puzzle Pieces, and introducing 2 new designs: the Retrowave Red Brick, inspired in the old brick texture used for the U-Rail in earlier NAM versions, and the Industrial Style, using the concrete surface typical of industrial lots. The initially supported features of these pedmalls include: Multidirectional draggable starter pieces using the Street network, supporting all orthogonal, diagonal, intersection and roundabout configurations, with the exception of wide radius curves. Intersection support (OXO T and 4-way) in the form of mid-block crosswalks. These support Road, Avenue, and all two-way Network Widening Mod override networks (TLA-3, AVE-2, ARD-3, NRD-4, TLA-5, RD-4, RD-6, TLA-7 and AVE-6). These draggable pedmalls are also compatible with the FLEX mid-block crosswalk pieces. Special underground paths enable residential zone development, while crossings discourage car traffic through restricted car paths. In addition, some enhancements to existing functionality have been implemented: The override code for the size 3 mid-block crosswalks for TLA-7 and AVE-6 have been overhauled, enabling these to be overridden from one side. RealHighway (RHW) Features: RHW-12S A new, 12-lane quadruple-tile RHW network (separable into two dual-tile halves, carrying 6 lanes in each direction) has been added, with the following features: Three height levels are supported: L0/Ground, L1/7.5-meter elevation, and L2/15-meter elevation. Transitioning between these height levels is supported by the ramp-style FLEX Height Transitions (FLEX-HT), as well as the FLEX OnSlope Transitions (FLEX-OSTs), by connecting them to the RHW-12S networks. The RHW-12S features the same network crossings presently available to the other S-Type RHW networks, including crossings in all orientations for all Maxis base networks, all other RHW networks, Draggable Ground Light Rail, and Draggable Road Viaducts (L0-under-Viaduct-only), plus Orthogonal x Orthogonal (OxO)-only support for Network Widening Mod networks, Elevated RealRailway (ERRW) Viaducts, Tram-on-Street, Tram-in-Road, and Tram-in-Avenue. Limited Hybrid Railway (HRW) support also exists. Extensive ramp interface support: supported ramps using FLEXRamps and Draggable Ramp Interfaces (when applicable) include Orthogonal Type A1 (all levels), Type B1 (all levels), Type D1 (all levels), Type E1 (all levels), Type A2 (all levels), Type B2 (L0 only), Type D2 (all levels), Type E2 (L0 only), Type A1-Inside (all levels), Type B1-Inside (all levels), Type D1-Inside (L0 only), Type E1-Inside (L0 only), the new Type A3 (L0 only) and Type D3 (L0 only), plus Diagonal Type A1 (L0 only), Type B1 (L0 only), Type D1 (L0 only), and Type E1 (L0 only). FLEX Width Transition (FLEX-WT) has been added, to support width transitions between RHW-12S and RHW-10S at all applicable height levels. FLEXFly over and undercrossings are supported with the RHW-12S (orthogonal-only, as diagonal undercrossings for FLEXFly do not presently exist for any network). Several bridges have been added (see Bridge section). Support for FlexSPUI is presently limited, and Three-Level Crossings are not yet supported. RHW X3 Ramps: The first two FLEX 3-lane ramps, in A3 and D3 configurations, have been provided for RHW-8S, 10S and 12S. At present, only L0 support is available. General Improvements: Some enhancements, courtesy of memo, have been made to facilitate FLEXFly-over-FLEXFly functionality. Some enhancements, courtesy of Flann, to elevated RHW network models have been added. Various adjacencies involving RHW x RHW crossings next to the base orth-diag curve on the smaller networks (RHW-6S and smaller) have been addressed. Bridges: A multitude of new bridges have been added, courtesy of IDS2 and Kitsune: New viaduct bridges for L0 RHW-8S, L0 RHW-10S and L0-L2 RHW-12S. A pair of new Steel Arch bridges for RHW-10S and RHW-12S. Base Network Features: A new 5x5 90° Wide Radius Curve FLEX piece has been added to the Avenue network. Miscellaneous: A huge number of bugfixes have been done for this release, including: Various RHW situations involving "tile drops", such as the RHW-8S-to-6S FLEX Width Transitions, the RHW-8S Type D1, E1, and B2 ramps, and the RHW-10S Type D2 and E2 ramps, have received considerable stability upgrades. The orientation of the Road end-T on OWR-1 intersection has been corrected. The orientations of certain NWM intersections involving the OWR-1 network with Euro textures have been corrected. Stability improvements have been made to the Ground Light Rail crossings with various wider RHW networks. The Dual Type 230 QCXs with L1 Dual Type 230-over-RHW-8C/6C and RHW-10S/8S have been improved. Issues in which lane drop arrows appeared in the wrong places on the S-to-C FLEX Width Transitions have been corrected. The ramp textures for the RHW-10S Type D2 and E2 ramps, as well as for the RHW-8S Type A2-Wide and B2 ramps have been improved. Orientation and stability issues have been fixed with the Avenue-based AVE-6 and its Thru-T-intersections with Street, Road, and One-Way Road (both Short-T and Long-T). Orthogonal x Diagonal slip lanes involving Road and One-way Road (OWR) have been re-implemented. Several hundred path files across all areas of the NAM have been fixed by memo and Tarkus. More SAM Street crossings with the Rail network have received crossing gates. Euro wealth textures have been added to the Avenue-based AVE-6 network. Additional information, including installation instructions, can be found in the read-first-NAM-47.html document, included in the download, and also attached below. -The NAM Team read-first-NAM-47.zip
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1 point*cleaning the cobwebs* Hey, it's been a while, right? I was not having much time to play SC4, and when I had a bit of free-time, I was spending in other things. And, when I could play some game, I was choosing games that didn't take like, half a day just to load the intro But I recently successfully organized my plugins folder and now I can play SC4 again, a bit slow, but playable at least. So, I made this random little town we're going to see today just to get sc4 rhythm again since I forgot how to do basic stuff in this game lol anyway, here's wonderwall the little town of Riutta: _____________________________________________________________________________________________________________________ Riutta is a small town located in the southwestern Karelia, in the region where you can find about a hundred lakes per km². it's just a small, quiet, cozy town crossed by one interstate freeway and the railway, the two main ways to get in the village. as usual in Karelian cities, you can find a market square in the center of the town The other point of interest you can find in every single Karelian town is a church, like the one below Thats it :). Kinda lazy update, I know, but I was really wanting to update my CJ. I hope I dont take another 2 years to post my next entry
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1 point
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1 pointMaybe I need to delete a folder or more from these below to rectify the problem since the new NAM installation may not need some of them and causing me all the trouble. I can always create the above folder too. What about the Space Port? That happened with the new installation of NAM.
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1 pointHello! I used to play SC4 years and years ago, in fact I used to have a Simtropolis account probably about 15+ years ago but I don't have access to my old e-mail so here we are. Been wanting to get back into the game, very excited to see how much has happened since then! In fact it's been 5 years since I last played the steam version and I remember when I was younger and bought the deluxe edition when it was new. Anyway, happy to be back!
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1 pointPop Culture Reference time! EDIT: This would make more sense with an actual image, wouldn't it? Seminal British Sitcom Peep Show, a tale of two men struggling with modern life and relationships and their mutual contempt. co-dependence. When I reference "the Conquest of Corrigan" I of course am referring to the characters' interest in Military History, not his tragic love life. Although the original model for "Apollo House" was for a hospital, it has more than a passing resemblance to residence in the show, which is in Croydon, down the road from me.
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1 pointWe ran into the same problem with ship models. And in all truth -- it would be the same with any model. I sometimes like to add props directly to the models during the lot building process. But the LOD's will get you every time ! I am very happy to see you working with diagonal harbors. For so long, people have simply accepted the limitations of diagonal docks, seawalls, etc, etc. GOOD LUCK, Mate !
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1 pointThat’s funny because all the evidence points to yet another false positive problem. So do you trust your AV software to actually stop a virus from getting into your system? I don’t, because none of them for consumers have even the most basic heuristics capability any more. They all rely on whitelists and blacklists, i.e. the laziest and cheapest method of detecting problems. Of course they are then only as good as those lists, which as this debacle shows, they are not remotely accurate. Sadly the biggest losers in this space are folks like the NAM team, working hard to bring content to users for free, in a way that makes installation as user friendly as possible. People don’t understand security well and assume they have been ‘saved’ by their software flagging a problem. But all the evidence points to a broken system incorrectly determining risk. Ironically this actually drives AV sales, when every computer i ever encountered that had a virus or malware, had AV software that not only failed to see the problem. But also was completely unable to fix the problem too. Yet there will be folks like yourself who may be unwilling to accept the actual reality and refuse to use such files, which I guarantee is perfectly safe to use. All this system does is cause headaches for modders, who have no control over what gets flagged, nor is there a system in place to correct such false information usually. At least not for the little guys. One day unsigned code will be a thing of the past, think Apple App Store on iOS, and the only way to distribute anything will be by paying a fee to certify your content. Which in the world of free stuff effectively means folks will stop releasing mods. This is causing real harm and runs counter to the ‘open’ PC platform. The only winners, the AppStore’s that are making billions off this crap. That’s like some digital future dystopia where you can only eat at Taco Bell (as in Demolition Man).
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1 pointNote that demand does not consider what your city/region really needs, if the conditions are right then the 'highest' of each type, R$$$, CO$$$ or I-HT will always be given priority for development. Therefore if you don't provide less nice areas for R$ sims to move into, they won't be able to despite demand. A common error players make is to make things too nice everywhere, this raises land values and squeezes out R$ and in some cases R$$ too. If R$ already exist and you use the No-Kickout mod, indeed that would prevent them from upgrading to higher wealths, but it won't necessarily help new R$ to develop. A good plan in this situation might be to look at starting a new city in your region, when no development exists pretty much only R$ can develop until you start adding services. But overall, I find it easier to get a good R$ base before I start upgrading too many areas with services and parks, I also try to hinder higher wealth growth until I'm ready by (not drastically) altering taxes and just generally keeping places down and out. Another factor is Education or EQ, yours is very high (190 Average), sims will ideally want to work in places that match their EQ as well as Wealth. So at this point the sims in this city will appreciate more I-HT, CO and CS$$$ jobs over other types. A good general way to look at this is that R$ sims earn the least and need reasonably priced accommodation, but if your city is a utopia of well funded services, parks and other things which give Park/Landmark effects, they simply won't be able to afford to live there. Likewise developers aren't usually looking to stick an apartment block in such nice places intended to cater for the poorer sims, when they could build a luxury one and make a lot more money.
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1 pointI'm still around and lurking...slowly but surely working on my region. Here is the town of Landis
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1 pointAs I fuss with diagonal seaport stuff, here's something I picked up on: The scale of existing ploppable ships. Here's a quick side-by-side of some of the notable ones out there, alongside my own little conversion set. The outlier is obviously SM2's supertanker, which comes in shorter than PEG's ploppable freighters. My tanker and container ship conversions come in around 16 tiles long when plopped orthogonally.
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1 pointWednesday 24th of March 2038 Today at TV1 City: Shark Beach Suburb, Inner City Complex and Love Boat Bank. Cattle Road District, Bounty City After the establishment of Santoro Golf Resort at Shark Beach in 2037, the area at the southeastern corner of Main Bounty Island became part of Cattle Road District administration, officially Shark Beach Suburb, Cattle Road District, Bounty City. Residents: Back in 2024, 106 families live in Cattle Road District. In 2036 – 2037 Alicja Chapel and what was formerly known as Alicja Park was demolished, replaced by the Inner City Complex and some new smaller middleclass houses. Also, in 2037 the first working class homes was constructed in Shark Beach Suburb, to house the first employes at Santoro Golf Resort. Today 130 families live in Cattle Road District, of those 7 families in the suburb. Other Construction and Ownership: Besides what was already mentioned in connection with the extension of Cattle Road Residential Area, the following changes happened since 2024. In 2027 the new bridge Babette López Crossing was constructed and subsequently Ruiz Strait Crossing was demolished. A bus depot was constructed next to De Luca Family Ranch at Plantation Road in 2029. In April 2037 United Food acquired United Fruit’s cocoa plantation at Shark Beach Road, in September the same year several new greenhouses were ready to produce sugar. Bounty City seen from Shark Beach Production: Despite the fact that Cattle Road District is first and foremost the residential area of Bounty City, there is still some agricultural production at the east, and some revenue from the bank. Over the last 20 years the average years production value was: Bounty Bank 8.237 coins, Bounty Cigar's Limited Tobacco Plantation 1.795 coins, Schubert's Pork Ranch 1.313 coins, De Luca Family Cattle Ranch 1.146 coins. Since the first seeds was planted in 2037 United Food Sugar Greenhouses had a combined yearly production of 3.075 coins. Services: Just as Saint Mary’s, Cattle Road District has many state owned institutions: The Export Department, The Immigrant Department, Bounty Bank, President Smirnov’s School, Industry Rescue, Cattle Road Rescue, The Community House, Holiday Landing and Shark Beach Port. In the private service sector there is Bounty FM Radio Station, The Donkey Mansion, People's Market, Restaurants Cibaria Insulam and Señor Vieira, Cattle Road Clinic, Ruiz Strait Clinic, Movie Cine De Loro and Teatro De Tropico, Hotel America Burger, CityTruck Cattle Road and Ramos Construction. Since the new public transport system was finished in 2029. Cattle Road Metro Station serviced 2078 travelers. Bus line 2A from Cattle Road Metro to Legal Department was used by 1479 passengers, bus line 2B from Cattle Road Metro to Cepero North Metro was used by 1315 passengers and bus line L5 from Shark Beach Port to Cine De Loro was used by 293 passengers. Tourism: Saint Mary's District is by far the most important tourist district in the city and most important tourist destination on Bounty Island, Hotel & Hütten Mutter Gaia got room for 24 families, Hotel America 12 families, Santoro Golf Resort also 12 families and Cruise Ships can be anchored with another 12 families at Love Boat Bank. The district also got some very important attractions. Gaia’s birth of Jesus Monument, Cathedral de Sainte Thérèse, The famous old Donkey Mansion, Movie theater Cine De Loro, Teatro De Tropico, Restaurants Cibaria Insulam and Señor Vieira, The open Tequesta Temple, People's Market and Hotel America Burger. The green breathing spaces Cattle Road Recreational Area, Cattle Road Park and Smirnov Park also attracts many tourists, to relax in the midday shade. Cattle Road District Shark Beach Suburb, Cattle Road District
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1 pointYou've got to admit it gives another meaning to sprinkles. Powders of various sorts can burn explosively - icing sugar can explode under the right conditions. Given we need fuel, heat and oxygen I'd bet on an electrical spark or a gas bottle or line giving up the ghost in an area with lots of particulate matter. Its pretty spectacular and the viewpoint was pretty close.
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1 point
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1 pointWhat's interesting in your latest post among other things, that it marks the city Prop Poxed, yet it doesn't have any disabled props. In your first post, the poxed city had plenty of disabled props, which is what I had when I had truely poxed cities. Bunch of growing number of disabled props. However your non-poxed city already shows 6 disabled props. That something which I experienced too, though I don't know the reason.
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1 pointWell this is a real bummer: All I did was take the previous backup, pause on the 1st Sep, then re-click all networks (no small task), to add the T21s which currently only cover streets and avenue. As you can see, a lot less (T21) props this time too, yet I could once again feel real performance issues. Something I can't explain, given I have set everything the T21s do such that they don't display in Zooms 1&2, why is there still such a dramatic performance problem in Zoom3 and lower views? I know from before I set the flag, you could still see trees in Zoom2, whereas the signs are invisible either way in Zoom3 already. So the property is working, something doesn't add up here, because clearly the game is having to work a lot harder. This time the save file remains compressed, but it was compressed when it broke again, so that's another mystery. But this really does fit my theory that it is possible to overload a city with too many objects, although that still might be specific in relation to T21s or the use of Flora and/or RKT 4 props. I'm going to switch back to Prop Based trees, albeit with less variety and run some tests, when the T21 prop count goes up, does this consistently cause problems or is this only happening with the Flora. Let's look at B2, the central city in a 3x3 region of large tiles, also by far the most developed with 510k residents and 340k jobs. Perhaps, due to the higher density of development here, things work out better, but you can see the overall number of props is well in excess of the corrupted file. So clearly it's not as simple as just 'too many props' either. Still much to do, including tests on the 64-bit version and doing the same with the newer SC4Fix installed. But two things are conclusive: You can still corrupt a city after the Prop Subfile is Compressed You can break your savefile in a manner that SC4Save deems to be 'Prop Pox', without doing anything that's previously been associated as a cause/trigger.
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1 point@gweed123 Interestingly enough, this is something I'm actually planning, not for the near future (do not expect it for NAM 47 or 48), but definitely in my plans. One of my fellow NAM team members, @Ryuu Tenno , is thinking of revisiting the Rural Roads Plugin, to convert it to proper draggable networks. Meanwhile, I'm thinking of doing additional urban road cross-sections to provide multimodal transportation features, like wide sidewalks, parking, or larger rail transit corridors. Your request would actually fall in line with these ideas. In the meantime, there are ways you can reserve right-of-way for road expansions: Frontage streets: along a 2-tile corridor, you can place a street occupying 1 tile, and your Road or single tile NWM (TLA-3, ARD-3, AVE-2 or NRD-4) occupying the other. Then, once the time to widen to Avenue, RD-4, TLA-5 or RD-6 Reserve the vacant right-of-way and avoid zoning against one side: using mayor mode props (MMPs), grass lots, pedmalls or any other small tiles, you can set a side a portion of the road's right-of-way for future widening. Pedmalls do have the benefit of supporting pedestrian access for commercial, industrial and civic jobs. Here's a very rough concept of your idea, done by aligning single tile NWM networks with the centerlines of double tile NWM networks:
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1 pointI don't really have anything to contribute other than to say this looks like an awesome project and I'm excited to see what comes of it. I really wish an 'OpenTTD' style project of SC4 was possible but obviously that's a pipe-dream for a variety of reasons, not the least of which being the amount of work involved even if it was actually technically feasible. But that fact this works at all so far is cool to see, the awful performance and compatibility of SC4 I imagine is a non-starter for a lot of people, I'm not even sure how it will run on my newer laptop once I get around to trying it, I'm not optimistic. Personally on my laptop, the graphics/performance is pretty bad, shadows in particular are a total disaster, the rendering of them is broken somehow. Trying to find a fix for whatever is happening with shadows is actually what led me to Simtropolis and into modding the game in the first place.
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1 pointTheoretically yes, but the new version doesn't really do anything different, it just doesn't use compiled C++ code anymore to decompress, but a pure JS implementation that I wrote. In the most optimistic scenario there was a bug in the original C++ decompression which is no longer present in the JS implementation, but I'm 99.99% sure that won't be the case since you're experiencing CTD's both in the game and the SC4 Startup Manager, meaning those algorithms would be bugged as well. That said, trying to decompress with the pure JS implementation may provide a more detailed error of where the decompression exactly fails and maybe that points somewhere.
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1 pointWest Wind (Roads) Streets ... After 3 weeks (+), a test for nothing on fifty textures, just to normalize the design, refine the tints, the color gradient, see where I will meet tile-mirror ... Let's go ! "Work in progress" as you said, ... "c'est parti mon kiki !" (let's go my little chicken) ... and for several weeks. not even scared ! I'll slide 2 or 3 little things between two cross-textures. .. such as .. some "paving" textures that might interest some .. and so on ..
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1 point
Version 1.0
3,630 Downloads
New York W2W Pack Vol01 (DARKNITE VERSION), by Mattb325. --------------------------------------- This download contains ten Wall to Wall (W2W) buildings from New York City. These are all real buildings from around the Noho and Soho districts and take in a large variety of architectural styles. In addition to being taller mid-rise buildings which are great for busy city street scenes, these buildings are mostly all corner buildings. All these buildings area highly detailed with lots of visual interest, they will work equally well in a New York themed city or anywhere you want a lively main street that isn't a typical skyscraper jungle. The buildings are all offered as Commercial Service, Commercial Office and Residential growable on the following lot sizes: 1x1, 1x2 and 2x2 for medium and high-density zones providing numerous jobs. If you want these as a ploppable, I suggest downloading Buggis Extra Cheats which will enable you to plop the commercial varieties as fully functioning lots. All the lots grow at stages 5 - 7 on the New York Tileset. --------------------------------------- STATS BROOME ST: Lot size : 1x1 Growth Stage: 6 (Medium & High Density Zoning) Bulldoze Cost: § 351 Capacity Satisfied: CS§ 145, CS§§ 38, CS§§§ 17 / CO§§ 58 Pollution: 1 (Air)/ 1 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 5 / 2 Mwh Water Consumed: 42 / 21 Gal/Month Building Style: New York Occupant Group: High Wealth CS/ Medium Wealth CO STATS BOND ST: Lot size : 1x2 Growth Stage: 5 (Medium & High Density Zoning) Bulldoze Cost: § 439 Capacity Satisfied: CS§ 249, CS§§ 65 / R§ 201, R§§ 112 Pollution: 1 (Air)/ 1 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 5 / 2 Mwh Water Consumed: 63 / 6 Gal/Month Building Style: New York Occupant Group: High Wealth CS/ Medium Wealth Residential STATS 481 WASHINGTON ST: Lot size : 2x1 Growth Stage: 6 (Medium & High Density Zoning) Bulldoze Cost: § 511 Capacity Satisfied: CS§ 446, CS§§ 114, CS§§§ 47 / CO§§ 256, CO§§§ 180 Pollution: 3 (Air)/ 2 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 13 / 8 Mwh Water Consumed: 117 / 91 Gal/Month Building Style: New York Occupant Group: High Wealth CS/ High Wealth CO STATS 482 GREENWICH ST(S): Lot size : 2x1 Growth Stage: 6 (Medium & High Density Zoning) Bulldoze Cost: § 600 Capacity Satisfied: CS§ 445, CS§§ 113, CS§§§ 47 / R§ 554, R§§ 307, R§§§ 136 Pollution: 3 (Air)/ 2 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 13 / 17 Mwh Water Consumed: 117 / 26 Gal/Month Building Style: New York Occupant Group: High Wealth CS/ High Wealth Residential STATS FLEMING SMITH WAREHOUSE(S): Lot size : 1x2 Growth Stage: 5 & 6 (Medium & High Density Zoning) Bulldoze Cost: § 417 Capacity Satisfied: CS§ 380, CS§§ 97, CS§§§ 41 / R§ 306, R§§ 107 Pollution: 2 (Air)/ 1 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 11 / 3 Mwh Water Consumed: 101 / 8 Gal/Month Building Style: New York Occupant Group: High Wealth CS/Medium Wealth CS/ Medium Wealth Residential STATS HONEYBRAINS: Lot size : 1x2 Growth Stage: 5 (Medium & High Density Zoning) Bulldoze Cost: § 510 Capacity Satisfied: CS§ 269, CS§§ 69 / CO§§ 121 Pollution: 2 (Air)/ 1 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 6 / 3 Mwh Water Consumed: 68 / 34 Gal/Month Building Style: New York Occupant Group: Medium Wealth CS/ Medium Wealth CO STATS LAIGHT ST: Lot size : 1x1 Growth Stage: 6 (Medium & High Density Zoning) Bulldoze Cost: § 522 Capacity Satisfied: CS§ 165, CS§§ 43 / R§ 133, R§§ 75 Pollution: 1 (Air)/ 1 (Water)/ 4(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 4 / 1 Mwh Water Consumed: 43 / 4 Gal/Month Building Style: New York Occupant Group: Medium Wealth CS/ Medium Wealth Residential STATS SPRING ST: Lot size : 2x2 Growth Stage: 6 & 7 (Medium & High Density Zoning) Bulldoze Cost: § 712 Capacity Satisfied: CS§ 1,057, CS§§ 266, CS§§§ 108 / CO§§ 659, CO§§§ 462 Pollution: 7 (Air)/ 4 (Water)/ 9(Garbage ) Pollution Radius: 5/6/0 Power Consumed: 30 / 19 Mwh Water Consumed: 270 / 212 Gal/Month Building Style: New York Occupant Group: High Wealth CS/ High Wealth CO --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This file is suffixed with 'DN' is for those users with a night-time darkening mod installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This is a self contained expansion pack. There are no dependencies required. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
1 point
Version 1.0.0
2,705 Downloads
Marcus Clark Building, by Mattb325. --------------------------------------- Another Sydney icon building adjacent to central station. Marcus Clark & Co was a luxury department store which operated from the 1880s to the 1960s. The imposing building I have batted was purpose built for the retailer in 1906 and, at ten floors high plus the copper tower and distinctive lit orb, it was one of the tallest in Sydney at the time. Marcus Clark ran many department stores in regional centres, using the Sydney headquarters as a base for rural customers to order goods which were then dispatched all over the country using the trains at nearby central station. It was a lucrative and competitive advantage to the mail-order catalogues which were prevalent at the time. After a number of take-overs and mergers in the 1950s, the retailer finally closed this building in 1965. It is now used as a TAFE (Technical and Further Education) college. To that end, I have included two lot variants: a high wealth Commercial Services Building which grows on all tilesets and a ploppable college lot which has a high capacity and large coverage radius. Both lots are 4x3 and are suitable in a Wall to Wall (W2W) environment or as a standalone building. --------------------------------------- STATS CS$$$: Lot size : 4x3 Growth Stage: 6 (Medium & High Density Zoning) Bulldoze Cost: $ 944 Capacity Satisfied: CS$ 3,083, CS$$ 773, CS$$$ 311 Pollution: 20 (Air)/ 13 (Water)/ 27 (Garbage ) Pollution Radius: 6/7/0 Power Consumed: 87 Mwh Water Consumed: 776 Gal/Month Building Style: Chicago, New York, Houston, Euro STATS COLLEGE: Lot size : 4x3 Plop Cost: $ 3,850 Bulldoze Cost: $ 330 Demand Created: Jobs$ 103, Jobs$$ 165, Jobs$$$ 32 Pollution: 6 (Air)/ 4 (Water)/ 3 (Garbage ) Pollution Radius: 2/3/0 Capacity: 8,800 Coverage Radius: 5,920 Monthly cost: $ 1,250 Power Consumed:11 Mwh Water Consumed: 42 Gal/Month Occupant Group: Building: Civic; Building: College; Building: Strikeable Education --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *Porkie Props Vol01: https://community.simtropolis.com/files/file/11421-porkie-props-vol1-european-street-accessories/ --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
1 point
Version 1.0.0
2,630 Downloads
Diagonal Library, by Mattb325. --------------------------------------- A simple Georgian style library that is designed to place along diagonal roads, streets and avenues. The library is on an overhanging 1x1 lot to enable it to align with the diagonal networks. Once placed, you can decorate around the lot with ped malls, plaza or park pieces as I have done in the images. This is a ploppable lot found in the education menu and provides 42 highly desirable civic jobs, holds 50,000 books and provides an EQ boost to all age groups of your population. An ortho version with modern annexe will follow shortly. --------------------------------------- STATS LIBRARY: Lot size : 1x1 Plop Cost: § 300 Bulldoze Cost: § 30 Demand Created: Jobs§ 16, Jobs§§ 24, Jobs§§§ 2 Pollution: 1 (Air)/ 1 (Water)/ 2 (Garbage ) Pollution Radius: 5/6/0 Capacity: 50,000 Coverage Radius: 1,200 Monthly cost: § 250 Power Consumed:1 Mwh Water Consumed: 2 Gal/Month Occupant Group: Building: Civic; Building: Library --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this file. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
1 point
Version 1.0.0
6,582 Downloads
Diagonal Hospital, by Mattb325. --------------------------------------- In my opinion, one of the easiest ways to change the look and feel of a built-up area is by having a large variety of civic buildings: it really does help keep the game fresh and can provide that all important sense of place. This is a purely fictional larger style hospital that is aligned to diagonal roads as an overhanging building. The patient (up to 20,000) and jobs (up to 245) provided capacities are also large to ensure maximum impact on a standard city tile for § 1,200 per month. The hospital has underground parking and outpatient facilities at the front of the building, while ambulances and Accident & Emergency are at the rear of the building. As this is an overhanging lot, you can therefore use ped mall and park fillers and car-park filler pieces to create a totally different lot in game each and every time you place this building, just like C:S. I have also included a base piece so that you can simply drwa a road to it if that is all you wish to do, which makes this very easy to use in game. The building is located in the health menu. --------------------------------------- STATS MEDICAL CENTER: Lot Size: 1x2 (overhanging version) Occupant Groups:Civic, Health, Strikeable Health, Hospital, Ambulance Maker Plop Cost: § 800 Jobs: Jobs§ 90; Jobs§§ 120; Jobs§§§ 35 Buldoze Cost: § 100 Power: 90 MWh Water: 150 Gal/month Pollution: 2 (Air)/ 3 (Water)/ 21 (Garbage ) Pollution Radius: 3/4/0 Hospital Coverage:1,400 Hospital Population vs. Distance: 100 / 100 Hospital Effectiveness vs. Average Age: 8 / 8 Hospital Patient Capacity: 25,000 Hospital HQ Boost: 11.52 Budget Item Cost: § 1,000 / § 200 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: The main dependency pack for all of these Civic Bats are split into two dependency files; one is for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must select and install only one file - depending on which night version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires no dependencies. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
1 point
Version 1.0
420 Downloads
Ultimately this bulletproof luxury SUV has all the creature comforts one grows accustomed to, while still providing excellent ballistic and blast protection. Scale: 133% Item names start with "SKP_Chevrolet_Suburban_V1_40" Can also be used in Mayor mode under tree menu as MMP (Mayor-Mode-Ploppable). The model was rendered in HD. -
1 point
Version 3.0
1,031 Downloads
Aspen Dental currently operates in more than 33 states and is generally known for being a dental care chain. I've recreated this fast growing company because it seems every decent-sized town around me has one. 3x3 lot. Acts a health clinic. Dependencies: BSC MEGA Props SG Vol 1 RR MEGA Prop Pack Vol 1 SHK Parking Pack SuperSHK MEGA Parking Textures 1.0.1 SuperSHK + FA3 Parking Textures BSC - VIP Girafe Trees/Shrubs Berries Feather Grass Linden Trees Maple Trees Poplar Trees Rowan Trees -
1 point
Version 1.00
2,194 Downloads
KOSC Presents: IndustryMania: Simgoober's Costco Distribution Center Introduction Costco Distribution Center is the 2nd release of my IndustryMania series. This is a set of re-lots and expansions for Simgoober's Costco Distribution Center. Package Overview These lots were designed for accommodating logistics and freight in which the original could not. The lot sizes have been expanded overall so there's more rooms for worker parking as well as freight to move around. Additionally, there is a new super distribution center that essentially doubles the available warehouse space in an attempt to emulate the massive, massive distribution centers in real life. These gigantic lots boasts expansive spaces for trucks to move about, as well as a plethora of stalls for trucks and cargo alike. Included in the following package is a set of custom base textures and 5 growable I-M lots: 3 for the super variant and 2 for the regular. There are IRM friendly versions for each of the centers. If you desire to plop the lots, use the buildingPlop cheat and look for the exemplar "KOSC_SG_CostcoDist_Super" for the super version, and "SG_CostcoDistribution_Grow" for the regular. (requires ExtraCheats.dll) General Stats The brand new Super Distribution Center lots will provide 750 I-M jobs. They are available in the following configuration: 15x12, 16x9, stage 1 7x10, stage 2 Additionally, there are two re-lots of the original (which are also based off the original descriptor). 7x6, stage 2 8x9, stage 1 Detailed stats and information can be found in the enclosed README. Install Instructions Drop the files in your My Documents/SimCity 4/Plugins folder. Dependencies This one is a bit of a doozy when it comes to dependencies! The good news is that if you have the IRM, most of the prop packs should be accounted for. Main Building(s) You will only need one of the following versions for the lot to work. STEX Version Costco Distribution Center SC4D Version The PIM-X version has the models and building descriptors separated. SG Industrial Models I-M1 SG Industrial Lots IM1 Props SHK Parking Pack BSC MEGA Props SG Vol. 1 BSC MEGA Props CP Vol. 1 BSC MEGA Props CP Vol. 2 BSC MEGA Props Jestarr Vol. 1 BSC MEGA Props Jestarr Vol. 2 BSC MEGA Props Jestarr Vol. 3 BSC MEGA Props Jestarr Vol. 5 BSC MEGA Props Jestarr Vol. 8 BSC MEGA Props Gascooker Vol. 1 BSC MEGA Props Misc Vol. 2 HD North American 40ft Semi Trailers Vol. 1 HD North American 53ft Semi Trailers Vol. 1 HD North American Semi Truck Cabs Vol. 1 IdM - Trucking Essentials Textures BSC Textures Vol. 1 BSC Texture Pack Cycledogg V01 SuperSHK MEGA Parking Textures SuperSHK+ FA3 Parking Textures Credit to Simgoober for the original BAT! Enjoy! -
1 pointRather uncanny isn't it? An entire site of friendly, helpful peeps. That's why I stuck around and have tried to emulate them as I learned things. (I started out just as confuzzled as any beginner. The only reason I know stuff now is cause I got from here.)
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1 pointPlease PM Soldyne if you have any questions about this article. With all the plugins and BATs and Lots and Mods we shovel into our game our menus are bound to get full with all kinds of nifty little toys. Unfortunately that list can become quite cumbersome rather quickly. The worst part of it is that when we install a package of lots such as a modular park set, it is quite often the case that not all the lots in the set are all nicely bundled in the same area. Whats worse is when you have many lots that you use over a over again but those lots are stretched out over your ever expanding menus and you spend all day just scrolling through your parks so you can plop a single flower garden. What if you could rearrange your menus? What if you could put all your favorite parks and tranist lots at the top of the menu and all the lesser used pieces at the bottom? well, with a little patience and planning you can. What you will need is ILive's reader and this guide. Step 1 Go into your game and really look over your menus. Look at your parks menu, transit menus, land marks and rewards lists. Think to yourself how your game playing experience could be made simpler and more efficient if only things were moved around a little bit. Make a list of exactly what lots you want and in what order you want them. If you find a park lot that you just dont use, the best thing to do is delete it from your plugins folder. If you dont use it then why spend the time to load it? Step 2 Once you have the order of each menu established, you must start to assign some numbers to them. The smaller the number the closer it will be to the top of the menu. You can use negative numbers as well. The range of numbers that I have experimented with is -10000000 to 10000000 although you really should not need to use such a wide range. I use -10000 to 10000. Granted, I don't have that big of a parks menu, but I have a personal numbering strategy that works for me and allows for future additions without me needing to renumber things later. Lots can have the same number assigned to them (you can assign the number 2000 for example to all of your BSC parks). This will ensure that all those lots will remain together in the menu but their individual order may be random. Please note that the default maxis lots cannot (and should not) be easily altered with this method. Because of that you should assume that all default maxis lots are numbered as 0. Anything with a negative number will be above the default lots in the menu and anything with a positive number will be below. Anything not numbered or numbered as 0 will appear mixed in with the default lots. Step 3 Quit your game (if it is still running) and make a copy of your plugins folder. For now you can just copy it to your desktop if you like. This is to make sure that if you make any wrong or undesirable changes you wont have to worry. Step 4 By now you should have downloaded ILive's Reader. Get ILive's Reader from Simtropolis (or anywhere else you can find it). I have tried this method with SC4Tool and other lot manipulation tools but ILive's reader is the easiest one for this purpose. For those that know ILive's reader you probably know where I am going with this, for those that are new to modding lots, this program can seem a little daunting at first. Just pay attention to the steps and all should be fine. As long as you have a backup plugins folder you might want to experiement with this progam, you may find it helpful! Step 5 Open ILive's Reader and select the "Open" icon from the top left corner. Drill down through the folders until you find the plugins folder you wish to manipulate and select one of the lot files (or a .dat file which contains the lot) you wish to rearrange. Step 6 Now that the lot is loaded in the Reader, you should see three sections of the program on the screen: The left column has the file name with an icon. The middle column has a bunch of cryptic nonsense like LD File, Exemplar File, PNG File. The right column has even more cryptic nonsense which is different depending on what you select from the middle column. In the middle column you should find at least 2 lines which start with "Exemplar File". If you selected a file with one lot there will be two of these. If you opened a .dat file with many lots then there will be two of these lines for each lot in the .dat. Start selecting these "Exemplar File" lines and look at the right hand column. One of these files will produce a large number of "LotConfigPropertyLotObjectData" lines. This is not the correct Exemplar File line. Keep selecting different Exemplar file lines from the middle column until you see things in the right column such as bulldoze cost, park effect, item name, and so forth. When you have a correct Exemplar file line, look in the right hand column for a line that reads "item order". Chances are it will not be there. If "item order" IS in the right column, you can simply double click the line and a new window will appear. In the center of this window will be a box that contains the word "value" and beneath it a strange number that looks like "0x##########". For those of you that are not math or computer science majors this is a hexidecimal number. Dont worry about that. Double click on the "0x#####" thing and type in the number you want to give to this lot which you determined in Step 2. You can enter the number in hex (not recommended) or enter it with a regular decimal number (better). Only use whole numbers and do not include commas, decimal points or letters or leading zeros. You can and must include a minus sign at the beginning if you wish to assign a negative number. When you are done entering the number, simply click on the apply button at the bottom until the small window dissapears. This sometimes needs two clicks (there is a reason for this but it is not worth explaining). The program will translate the decimal number you entered into a hex number. If "item Order" is NOT in the right column, you first need to right click in an empty space of the right column and select "Add Property" from the list. When you do, a window will appear. At the very top of the window will be a box with the label "Name" and a value in the box which reads "!Unknown!". Drop the list down and find the value "item order". The list is very long but is in alphabetical order. Jjust be patient, its there. When "item order" is selected click on the button to the right that says "add" and a box will appear to the left under "value". Enter the number for the lot that you assigned in step 2 above. Use only whole numbers, no commas, no letters, no points, no leading zeros. You must put a minus sign in front of the number if you want a negative number. When the number is entered, hit the apply button at the bottom until the window dissapears. Step 7 Once the "Item Order" line in the right column has been updated to your satisfaction, click on the icon of your lot in the left column and click the save icon at the top left. If you dont save then all this work will have been for nothing. Step 8 You can either repeat the above steps to order more lots or close ILive's Reader and open SC4 to check out your menus and make sure things are working as planned. Continue all of these steps until your lots are ordered to your pleasure or until you go mad - whichever comes first. --------------------------------------- It should be noted that many of the better BATer's and Lotters out there already know how to do this with their lots. So if you have a lot of PEG lots (usually given positive numbers) or any of my Urban Beautification Lots they will already be numbered. I use -6000 to number my lots to ensure they appear at the top of my menu. You may want to put them somewhere else. I say this because you may number a lot with -1000 and expect it to be at the very top. If you use my lots they wont be, so be careful before you think that things are not working right. When you are playing around in ILive's reader you can mess with the other stats, however, many of the stats for a lot should not be changed. Use your best judgement and remember to have backups! Good luck and happy gaming. If you have any questions about this article, please PM Soldyne.
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1 point
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1 point
Version 2.1
20,270 Downloads
At Fairfield Inn and Fairfield Inn & Suites you get a room that is bright, fresh and clean, plus all the award-winning hospitality of Marriott, at a price that will make you smile. For more information on Marriott Hotels, please see www.Marriott.com Growable Version The growable version of this lot will be built by your Sims when the appropriate zone is provided. Lot size: 5 x 3 and 5 x 5 tiles ,Commercial Services Building Style(s): New York, Chicago, Houston Growth Stage: 3 and 4 Occupants: 178 CS -
1 point
Version 1.0
14,012 Downloads
This lot is rated PG. No explicit content is included, just the basic concept. These types of establishments are found in many cities in the Real World, and now they can be found in SimNation as well. After all, after a long commute, a fellow needs a drink and entertainment... Lot Details and Information Growable Version : This version of this lot will be built by your Sims when the appropriate zone is provided. Lot size: 3 x 3 tiles Commercial Services Building Style(s): New York, Chicago, Houston, Euro Growth Stage: 3 Occupants: 67 Cs -
1 point
Version 1.01
30,087 Downloads
This is an updated version of an older release of mine. The model is the same, but the lots have been completely redone, to make them more playable. The building values are more in line with the Maxis standards, as we have learned them since the initial release of this creation. I would suggest deleting the older versions before installing this one. Lot Details and Information Growable Version: (Plop also included, with similar stats) Lot size : 6 x 6 Tiles Lot Wealth : Medium Wealth Growth stage : 2 Occupants : I-M : 256 Occupant Groups : Building: Industrial,Building: IM,Industry: Anchor,BTE : Ind - Manufacturing,BTE : Ind - Warehouses,BTE : SimGoober Industrial,BTE : SimGoober Creation Bulldoze cost : EDIT: 8th July 2015 Fixed formatting. -
1 point
Version 1.0
31,962 Downloads
Costco Wholesale Corporation operates an international chain of membership warehouses, mainly under the "Costco Wholesale" name, that carry quality, brand name merchandise at substantially lower prices than are typically found at conventional wholesale or retail sources. The warehouses are designed to help small-to-medium-sized businesses reduce costs in purchasing for resale and for everyday business use. Individuals who are members of selected employee groups are also able to purchase for their personal needs. For more information, please go to www.Costco.com Custom Features : Query, Query Sound, Menu Icon Lot Type : 6x6 Growable, Plop Statistics : Plop Cost : $5,000 Bulldoze Cost : $500 Jobs Provided : 349, Cs$$ Pollution : Air - 26, Water - 17, Garbage - 24 Power used : 24, Water Used : 48 Yimby Effects : none, Nimby Effects : none Transit Enabled Plop : No -
1 point
Version 1.0
20,644 Downloads
Updated : an older version of the custom query was in there, which interefed with other lots. Please download the new version, and be sure to delete the file SG_Query_Redlobster.dat from the old. It is not used. It all started when the original Red Lobster was introduced to America in Lakeland, Florida, in 1968. Company founder Bill Darden had tested his entrepreneurial success on a restaurant concept of a different color, "Green Frog," along with a 19-year-old prot -
1 point
Version 1.01
20,562 Downloads
No Rules, Just Right. Outback offers high-quality food and service, generous portions at moderate prices and a casual atmosphere suggestive of the Australian Outback. Although beef and steak items make up a portion of the menu, Outback also offers a variety of chicken, ribs, seafood, and pasta dishes. For more information, go to www.Outback.com Custom Features : Query, Menu Icon Lot Type : 4x4 Plop and Growable Statistics : Plop Cost : $5,000 , Bulldoze Cost : $500 Jobs Provided : 127, Cs$$ Pollution : Air - 9, Water - 6, Garbage - 17 Power used : 11, Water Used : 23 Yimby Effects : none, Nimby Effects : none Transit Enabled Plop : Yes
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