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Showing most liked content on 07/11/2023 in all areas
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12 points... and some shots from the updated Zoo. What shall i do next ... @Honolulu: Thanks for the kind words, appreciated :-)
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7 points
Version 1.0.0
1,313 Downloads
López Serrano Building was the tallest residential building in Cuba until the construction of FOCSA in 1956.1 It was designed by the architect Ricardo Mira in 1929, who also designed the "La Moderna Poesía" bookstore for the same owner in 1941, on Calle Bishop. It has been compared many times with the Bacardí Building in Old Havana, built two years after the López Serrano, due to its similarities in the towers. Notice: 1.- The model presented here is an interpretation of the author. The measurements and size may vary from the original. 2.- The models are not exact replicas of the original building. 3.- This is a work of exploration and experimentation that Diego Del Llano wanted to share with the community of Simtropolis. If some of this work does not satisfy you, you have the option of not download this file. 4.-Diego Del Llano appreciates your understanding and wishes you to enjoy this project to the fullest. 5.- Acknowledgements and all the credits to the original authors of this building. -
7 points
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6 points
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6 pointsTrying to discover the manufacturing secrets... The hardest part was how to superimpose several overlays... It remains to discover if there is a "Z_order" and, if so, to see if it is possible to manipulate it with the Reader .
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6 pointsOhh the curves ^^. Here is one from me... First Orthogonal x Diagonal interchange I have been able to make. -eggman121 (NAM team member)
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4 pointsI will never cease to marvel at the high quality of the designs posted on this site. Whether it's map, region, city, mod or what Barroco Hispano just did (sorry, I don't know the term... Prop?). You have all set the bar very high. Reaching it will be very difficult... Still, I have to be able to do it.
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4 points
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3 pointsI hate to throw water on this collective guessing game, but it is indeed Columbus. The map folder contains snow parameters for Columbus and I loaded up the map with the texture. Matches the pic.
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3 pointsI just found a great cover of By the Bay made by roggeralves94
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3 points@re_di_fiori_ Hi, the yellow building is here and the brown building is from mattb325 on the LEX https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2659 unfortunately not currently available
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3 pointsKeeping the French vibe going ... And i've also started on a refresh of the city Zoo, the entrance is done but i'll share more next time.
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3 points
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3 pointsAlright, this is that same interchange but re-configured as the main access point for the regional airport. Really, it's just a complicated on/off ramp with some lanes dumping directly into the airport and other lanes providing surface street access to the surrounding neighborhoods. I'll post it one more time after it's been fully dressed up and the surrounding city has grown in.
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2 points
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2 pointsare we preparing for war, the zombie apocalypse or the return of Van Helsing?
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2 points
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2 points@starsfell Hi, if the description of this file is to be believed, Columbus Terrain was used to create tiles. I suggest you check out this thread by CorinaMarie Hope it's help
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2 points
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2 pointsSorry for the lack of update last week – I had to deal with work, life and my very own birthday! Hopefully we can go back to the weekly updates now. What to do in Interior? Many people think of Interior as a boring, bureaucratic capital with not much to do. Far from it! Before you hop on to the next train headed to the beach, here are some must-see postals from the heart of Isla Bonita, Interior. Civic centre/Old CIty Anclaje Downtown in all of its splendour While Interior was built on stages, it was always divided in four quadrants by Highway 4 and the old Highway 3 route, now Vía/Avenida Mayor. The city first started developing on the southeast quadrant, which was conveniently close to the coast but didn't have the rugged terrain of the southwest – the old City Centre, in consequence, traditionally extends from the Legislative Palace to where Portal station is located, on both sides of Rectora Avenue (the diagonal you can see above). Most of the city's administrative buildings are located here or nearby: The Legislative Palace, which anchors the city, can be seen up top. The Vía Mayor is the monumental avenue that leads from the palace to the Triumph Arc in the south. The Interior Cathedral (not to be confused with the Our Lady on the Hill church, which many people confuse for the main city cathedral but is in fact not) is the neogothic church right next to the Legislative Palace. The City Hall is located next to the Legislative Palace, on Rectora Avenue. The Main Square market, which despite its name, is not currently located in the Main Square, as Interior no longer has one due to the space needed by the latest iteration of the Legislative Palace. It is now located across Rectora Avenue, but there are plans to move it to the Vía Mayor. The Interior Courthouse, an appeals court whose building is right next to the Cathedral. The Census Repository Vault remains located behind the Legislative Palace. Finally, the Convention Centre is located on the other side of the Old City. Nearby buildings include the Central Railway Station, the Stock Exchange and the Bureau of Bureaucracy, all just across from the Vía Mayor. The Old City is very well connected to the rest of the city, being served by lines 2, 5 and 6 of the Subway and Tram Line A. University village and Lake Park The green oasis of Lake Park and University Following Rectora Avenue to the southwest, one can reach the old Royal Hunting Grounds. The old monarchy granted the western portions of these terrains to the then Royal University of Isla Bonita, which has now devolved into the University of Interior, the largest and most prestigious higher education in all of Isla Bonita. The eastern part of these terrains became an old royal palace, that was then demolished after the Light Blue Revolution and turned into Lake Park. Lake Park actually belongs to the University of Interior, as does the Center for Infectious Diseases (next to University Avenue, below) and the Brenntian Palace of Art, an arts museum. The UoI is served by the aptly named Universidad station on Line 5, while Lake Park is bounded by Line 2. Parque de los Lagos station, an exquisite Victorian-styled elevated station, offers beautiful panoramic views of the park, but you can see a different angle of the park from the northernmost edge of Industrias, the station immediately to the south. Karlskirche and Satellite Town Karlskirche and the end of city limits Interior is known as the City of Churches for a reason. Many of the wealthy landowners decided to put their considerable resources into building churches, oftentimes in counterintuitive places. Karlskirche with its cupola actually predates Satellite Town, the northeastern neighbourhood where it's located, by a few decades, and as Line 2 of the subway was extended into this area and residential lots were put up for sale, the church became the main focal point of the local Catholic church, especially the German immigrants, despite the fact that it's actually located right at the edge of the urbanised area and it's still possible to see the root of Interior's wealth next to it. Karlskirche is served by the station of the same name on Line 2, while the rest of Satellite Town is served by Terminal station, where Lines 2 and 7 intersect –but oddly enough, where neither of these lines actually terminates, after the latest Line 7 extension south. The House of Soviets in Interior The Government Block, as it's been affectionately called, is where much of the Isla Bonita bureaucracy is housed The immediate aftermath of the Light Blue revolution was a turbulent time for Interior and all of Isla Bonita. Many in the city feared that the seat of power would be moved to Anclaje or some other city –which ended up partially happening, as it were–, while countries around the world closely followed the political developments after the fall of the Bonitos dynasty. The Soviet Union, attempting to bank on the communist sympathies of many among Isla Bonita's impoverished proletariat, offered plans for a brutalist-style building modelled after the House of Soviets, which would allow Isla Bonita to house some governmental institutions in the wake of the old Royal Palace burning down. The change in scenery and architectural style would also be a welcome break from the neoclassical preferences of the old, unpopular ruling dynasty, and would be a strong sign of new times to come. However, a last-minute offer by the United States, with plans to an art-deco style building resembling the Empire State in addition to financial aid, made the new government's decision a lot harder. Now they'd have to pick one offer or the other, and in doing so, align themselves with one superpower or the other. The fledging government somehow managed to get both plans and built both buildings side by side in the new governmental quartier, a few blocks from the Legislative Palace. Some decried this as an unnecessary expense, when combined with new governmental buildings in Anclaje, but it was seen as a necessary development in order to remain neutral in the context of the cold war. The Interior Building –as the tower was then called– is now Interior's tallest building, while the House of Soviets houses many ministries and offices. The location wasn't chosen at random, either, but right next to yet another church, in a rapidly developing area, also next to the Interior Zoo, at the intersection of Mayor and De la Unidad Avenues. The Government Block is served by Colina Danesa train and Zoológico monorail station, both of which are also stops on the subway Line 6. Our Lady on the HIll The imposing Our Lady on the Hill church, overlooking Interior The Crown Jewel in all of Interior's magnificent churches, Our Lady on the Hill was built atop Church Hill, which bisects the southwest quadrant of the city and overlooks downtown. The church was built after yet another downtown renovation caused the government to demolish the old Interior cathedral. This was a widely unpopular move by the ruling Bonitos dynasty who, after many protests and as a compromise, committed to building Our Lady on the Hill as well as the new, smaller Interior Cathedral. The church may have failed to save the crumbling old monarchy, but it's still one of Interior's most scenic views, with its four entrances, four towers and several colourful cupolas. It can be reached by two funiculars on each side of the hill, with plans for a third one, and it's projected for Line 7 to be extended to its foothills on the southern side. FAQ Where are the best neighbourhoods to stay? Interior is an extremely safe city, with less than 30 crimes per year and a 100% conviction rate. It's also very well connected by subway. That being said, there aren't many hotels, with most located in the Old City. Where are some good places for shopping? The Piedmont neighbourhood, right next to Piemonte Avenue, is a great shopping spot, in addition to being near many of Interior's tourist attractions. I just entered the Anclaje mosque. Can I enter any Catholic churches in Interior? Yes, as long as you don't go around obnoxiously comparing them to Anclaje's religious buildings. Churches don't charge a fee to enter, but you may be compelled to tithe. I would like to go hiking. What's the best route to take? As a city surrounded by undeveloped hills, Interior is very popular with hikers and there are many trails. Just stay clear of the southwest corner, where the Power & Garbage District is located. Interior has worked hard to improve sanitary conditions in the area, but it's still not a recommended place to visit. This is what happens when you don't recycle See you next week, when we'll go back to the coast to cover some of the suburbs and places that look anything but! Bye!
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2 pointsGetting back into the rhythm of SC4 after a long break by laying out the transit network in my new region. Just finished a basic 3-way intersection.
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1 pointHello everyone, SimCity 4 was among my favourite hobbies growing up, and I want to pay homage to the series by modeling all of it, because nobody's done it yet, so why not. I thought perhaps you would be interested to see how it's coming along! Current progress: 19/600+ buildings modeled, 11 printed (4 not shown here), and a city-building set is in the works. Estimated completion time: 5 years. I keep a blog with daily updates. Don't want to spam this forum. See you all in 2028! 😊
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1 pointSo, I was going to wait until I had more done before starting a development thread, but I decided I couldn't wait. (and discussing it on other people's threads is rude, even if it's a related topic) Back in 2019, I developed a series of mods that built on one another that modified certain power plants in the game. First, it was just a way to make Simmer2's Modular Solar Panels make better use of those gorgeous Inverters and Step-up Transformers that come packed with it. I wrote an LUA script that required you to first build the Step-up Transformer before it would let you build any Inverters, then it wouldn't let you build the PV panels until you built an Inverter. I eventually got it working so that you had to have 1 Step-up transformer for every 16 Inverters and 1 Inverter for every 16 PV panel, so a field of panels with 1 Transformer could have up to 16 Inverters and up to 256 panels. But I didn't stop there... As my understanding of LUA scripting and Exemplars got better, I started working on fixing issues of game balance with the Maxis power plants and a number of power plants that I had downloaded from the STEX and LEX. Many looked great, but didn't balance well when compared to the others and the Maxis default plants. So I started tweaking their Properties to fix them... then writing LUA scripts to more fully integrate them into the game... (advisor comments, technology development chains, building requirements, etc.) and before I knew it I had set things up so that not only were over 40 different power plants available, but they were well balanced compared to one another and were all fully integrated into a (semi) realistic power grid! Then my Hard Drive crashed... ...then I found out that the last six months of backups being done on another PC in the network were corrupted... ...then i found out that SSD drives can't usually get the same sort of data recovery process that platter Hard Drives can get... ...then I threw up my hands and walked away from the game for 2 years. So on January 18th I finally had let go of the frustration and decided to start rebuilding what I had lost. After 10 days re-downloading all my mods, I set to work rebuilding. (thank God for SC4D's Download History that got me all the content I had downloaded from there... the rest of the time I spent trawling the STEX and wracking my brain to remember what I had before) --- GOAL: To completely re-define the Utilities portion of SimCity 4 the same way the NAM team redefined roads. (no pressure!) Note: Having already done this once before, I don't need much help in actually getting it done. Programing and logic paths come easy to me. (I first started programming in 8502 machine language on my old Commodore 128 back in the day... 2 MHZ of fun crammed into 128k of memory!) I'm also a Statistical Data Analyst by trade, (now a stay-at-home Mom) so organizing large data sets is in my wheelhouse, too! The purpose of this thread is that this time I intend to distribute my mod onto the STEX. That means that I'm not just trying to please myself this time, I want this to be something everyone can enjoy. Comments and (constructive) criticism are welcome! If you see somewhere that I could develop further, please let me know! (not a guarantee that I'll implement it, but it never hurts to ask!) --- The Core of the Power Grid mod is Power_Lot_Balance.DAT; a DAT file I made in iLive Reader that replaces a number of LTEXT, EXEMPLAR, and LUA files native to Simcity1.DAT and 33 Power Plant Lots here on the STEX and on the LEX. (full list below) Then I have my custom LUA script that handles lot build allowances based on the criteria I set. Originally I used the BSC Essentials ability to add building counts to be tracked, but this time around I wrote my own, so the BSC Essentials ISN'T a Dependency. (though it should play nice with it) The first step was to rebuild my spreadsheet to compare power plants against one another. In this I am kind of hard-nosed against changes. I made 33 power plants put out by people over the last 15 years plus the 8 default Maxis plants all work together without any one of them being the "obvious choice", making all others obsolete. You have give and take with EVERY plant. Here are the general guidelines I used: 1. Modify the Maxis plants as little as possible - This is more a function of the fact that Maxis balanced them the way they did for a REASON, game balance. I DO make a few fixes as a nod toward reality, but I limit changes to the core 8 plants to things that are NECESSARY. 2. Everything has a downside - Those Wind Turbines are great, aren't they? Yeah... TOO great. So now they have 1/5th the longevity that they used to and require a Wind Farm Maintenance Facility to be built first. They're still "Squeaky clean", and can be placed where there is no road access, but they're expensive and short-lived. 3. Everything has an upside - Coal plants suck. They choke up the air like a chain smoker locked in a Datsun. But per megawatt-hour, they're the cheapest electricity you can build... by half or less. They can't provide ALL your power, (more on that in point 5) but they can sure reduce your average cost per MWh! 4. Everything has a use - Every power plant in my list has a niche. Coal and Wood are cheap. Wind and solar are low-impact. Oil and Natural Gas are adaptable. Diesel is compact and doesn't require a grid in place to use. Every plant is priced, balanced, and assigned stats based on the idea of filling a purpose. If a plant can't fill a niche that no other plant can, it's useless and won't be supported. If you think X plant produces too much (or not enough) pollution, or should be cheaper, there's probably a reason why it is the way it is... to fill a niche. If a particular plant or feature would make another plant completely obsolete, it will NOT be supported by this mod. 5. No power Grid can survive on ONE kind of power source - Carrots are great! I love them! I could eat them all day! But humans need a variety in their diet. So too does a power grid. Nuclear, Coal, Waste to Energy, and Geothermal are all what is referred to a "Base Load" plants. They're great for producing LOTS of power and running 24/7, but power grids are delicate creatures. Every watt produced has to be used within a fraction of a second of when it's generated. Base Load plants SUCK at "load following", that is adjusting their output rapidly based on demand. They can sometimes take HOURS to adjust their output to meet demand. Thus, they usually spend all their time running full-out; that's what makes them relatively cheap to operate. They're predictable. Oil and Natural Gas are "Peak Load" plants that are very good at load following, but expensive. Wind and solar are "Intermediate Load" plants; that is they don't load follow, but their output is variable and unpredictable. So if you want to run your city on nothing but wind and solar, get used to seeing "no power" zots. An ideal grid would have no more than 60% of its power coming from Base Load plants, no more than 40% coming from intermediate load plants, and at LEAST 20% from Peak load plants. You NEED Peak plants to fill in the high-demand times. 6. It's called 'Power Grid' for a reason - Power Grid implies more to it than just building power plants, right? You won't be able to plop down a Coal plant as your first building... because first you need a Transmission Substation... one powerful enough to handle 12.5 mega volt-amps. (MVA or kVA, kilo volt-amps... the unit for grid tolerance) Don't have one that large at the start of your game? You could build two 10 MVA Transmission Substations to handle the load... but you still need Distribution Substations in your neighborhoods to distribute the power... and you can't build Distribution Substations until you have Transformers placed to step down the voltage to household levels. Get the idea? 7. Game Balance > Realism > Opinion - See point 4. Also, I am VERY well researched on this subject. I've spent HUNDREDS of hours pouring over government websites, trolling for statistics on power plant efficiency, cleanliness, Capacity Factors, costs, etc. I also have a considerable knowledge base when it comes to physics. Thus, why the Hydrogen Plant is renamed to the Fusion plant... because that's what it is and likely uses deuterium or tritium as fuel shipped from the Moon where it's plentiful. (and why the Fusion plant may require the Space Port as a prerequisite... still up in the air on that one) In contrast, the Solar Thermal Power Plant (the Maxis Solar Plant) should be 100 times bigger to produce that much power... so says math and physics. Either that or it should only produce 50 MWh/month. I compromised and made it cost one tenth as much to build, but produce 1/10th the power. (i.e. $3,000 to build, $100/month to operate, but only makes 500 MWh/month... so ten of them equal the original stats, just using more space) 8. NO POLITICS - I have my opinions, you have yours. Let's keep it that way. The issue of green energy vs. cheap energy is, despite best intentions, a political football. Since this mod is all about power utilities, it's inevitable that someone might try to push their political opinion regarding energy policy on others. Opinions, pro or con, about "Clean Coal", "carbonless societies", "the green mafia", etc. are therefor verboten and will be ignored and/or reported. TAKE IT ELSEWHERE. This thread is open to ANY ideas... but no idea is more "correct" or virtuous than any other. This is a FICTIONAL GAME... it's meant to have FUN. Using nothing but high polluting 28 MW Coal Power Plants in your cities will never cause SimGlobalWarming... and no one is forcing or coercing anyone else to use solar, wind, or geothermal plants if they don't want to. Let's keep it sane, people. --- So here is a list of features once development is completed: - Require transformers, substations, and other ancillary buildings to build most power plants (except generators that are MEANT to operate independently) - Require balancing your power plant types (Base Load, Intermediate Load, Peak Load) in realistic terms - Build a chain of developing technology, such that you can't build more advanced plants (clean coal, solar, geothermal, fusion, etc.) until you meet certain criteria - Add to the existing lots to broaden options (e.g. add some kind of power storage lot to mitigate the limitations of Intermediate Load plants, etc.) --- Dependencies: Ideally, none... or rather just one... a lot set that provides transformers, substations, etc. to create the grid with. (I personally prefer Simmer2's SM2 Power Pack) Since I STINK at any form of art, my ability to create actual unique buildings and props is somewhat on the order of a blind woman with severe spastic seizures. Stick figures are high art for me. I can push bits around... that's all. (luckily, I'm REALLY good at pushing them around and making them obey me!) --- List of supported Power Plants: Creator Original Name New Name Generators (Diesel and Natural Gas) Pegasus Diesel Generator 1.8 MW Container Diesel Generator Colyn CSX Mini Power Plant RH 945 KW Diesel Generator Colyn CSX Mini Generator 240 KW Diesel Generator Andreas Roth Power Generator 180 KW Natural Gas Generator Simmer2 SM2 Mobile Power Generator L 120 KW Mobile Diesel Generator kaos78414 Generator 50 KW Diesel Generator Wind Maxis Wind Power Plant 1 MW Wind Power Plant deadwoods Power-producing Windmill 5 KW Wooden Wind Generator Natural Gas Maxis Natural Gas Power Plant 6.5 MW Natural Gas Power Plant dk1 Methane Power Plant 3.5 MW Natural Gas Power Plant dk1 Methane Power Plant 2.4 MW Natural Gas Power Plant dk1 Power Plant 2 MW Natural Gas Power Plant dk1 Power Plant 1.3 MW Natural Gas Power Plant Waste to Energy Colyn CSX LSU WasteTech RH 45 MW Waste to Energy Plant Maxis Waste to Energy Plant 9 MW Waste to Energy Plant mrbisonm Waste to Energy Plant 4.5 MW Clean Waste to Energy Plant Geothermal Pegasus GeoThermal Power Plant 10 MW Geothermal Power Plant Simmer2 SM2 Geothermal Power Plant 8 MW Geothermal Power Plant Pegasus Geothermal Power Plant 4 MW Geothermal Power Plant Mathe Man Geothermical power station 2 MW Geothermal Power Plant Solar Maxis Solar Power Plant 2.5 MW Solar Thermal Plant Simmer2 SM2 GE Solar Power Plant 533 KW PV Power Plant 1dera3 Solar Station 50 KW Remote PV Station Simmer2 SM2 Modular Solar Panels 1X1 36 KW PV Panel Set Coal/Wood Cat fan Coal Power Plant 28 MW Coal Power Plant Maxis Coal Power Plant 10 MW Coal Power Plant shoRt-mAn123 S.M. Power Plant 6.5 MW Coal Power Plant Shy Dude Chicago Union Station Power Plant 2 MW Coal Power Plant carrot1984 Medium Clean Coal Power Plant 25 MW Clean Coal Power Plant fukuda Lignite-fired power plant 20 MW Clean Coal Power Plant SimGoober Hardun Coal Power Plant 10 MW Clean Coal Power Plant shoRt-mAn123 Small Steam Power Plant 3 MW Wood Pulp Power Plant onlyplace4 Wild West Power House 1 MW Wood Power Plant Oil BIWDC SC2k Oil Power Plant 30 MW Oil Power Plant Maxis Oil Power Plant 15 MW Oil Power Plant mrbisonm Nexis Emergency Diesel Power 4.5 MW Oil Power Plant Fission BurroDiablo Nuclear Plant 1.2 GW Fission Power Plant JPouX Close-to-water EDF Nuclear Power Plant 112 MW Coastal Fission Plant JPouX Mainland EDF Nuclear Power Plant 112 MW Inland Fission Plant Maxis Nuclear Power Plant 25 MW Fission Power Plant Fusion Maxis Hydrogen Power Plant 75 MW Fusion Power Plant --- Details: All power plants are divided up into one of four main types any one of four categories. Types: Base Load, Intermediate Load, Peak Load, & Generators (Generators are technically Peak power plants, but don't require Support Equipment to build or use) Categories: Clean Power Plants, Petroleum Power Plants, Carbon Power Plants, & Other Power Plants (Other is anything that doesn't fit in the first 3) Support equipment is broken down into one of three categories. Transformers, Distribution Substations, Transmission Substations, & Electrical Features. (Features are anything that don't fit the first 3 categories, like Inverters, power banks, etc.) The mod goes in the My Documents\SimCity 4\Plugins folder in a sub-folder titled "ZZZZZ AMPS". This ensures it runs last after all other mods. This is important because it replaces certain Exemplar and LTEXT files from Maxis and all of the above lots. This allows full integration into the game, allowing new advisor comments to be made to include hyperlinks, etc. It also uses new custom queries to advise you on load balancing, etc. One Maxis LUA file currently overridden (this will probably change to a new kind of override before release so it doesn't replace a Maxis core file) is ID: CA63E2A3-4A5E8F3F-FFB0A8D0 that is used to define certain constants. It's also used by BSC Essentials to add more building counts for use with automata managers using the "track_buildings =" function. Rather than take a chunk of their IDs, I created my own. I am using the Occupant Group 0xBB350000-0xBB35020F since it's not used anywhere that I can tell. This lets us use the Rewards features to limit construction to lots you have ability to build. (I also included the BSC code, which is harmless if you don't need it and vital that it be included if you do) The new Occupant Groups are broken down as follows: 0xBB350000-0xBB35000F = Individual Generator Lots (eg. Pegasus's MTP Diesel Generator is 0xBB350003) 0xBB350010-0xBB35001F = Individual Transformer Lots (eg. KloudKicker's custom 250 kVA residential transformer lot is 0xBB350012) 0xBB350020-0xBB35002F = Individual Distribution Substation Lots (eg. Simmer2's SM2 HV Transformer lot is 0xBB350020) 0xBB350030-0xBB35003F = Individual Transmission Substation Lots (eg. Takingyouthere's Transformer lot is 0xBB350030) 0xBB350040-0xBB35004F = Individual Electrical Feature Lots (eg. Simmer2's Solar Inverters from his Modular Solar Panels set is 0xBB35004F) 0xBB350050-0xBB35005F = Individual Clean Intermediate Load Plant Lots (eg. the Wind Power Plant is 0xBB350059) 0xBB350060-0xBB35006F = Individual Clean Base Load Plant Lots (eg. Pegasus's GeoThermal Power Plant is 0xBB350063) 0xBB350070-0xBB35007F = Individual Clean Peak Load Plant Lots (eg. the Hydrogen Power Plant is 0XBB350070) 0xBB350080-0xBB35008F = Individual Petroleum Intermediate Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB350090-0xBB35009F = Individual Petroleum Base Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB3500A0-0xBB3500AF = Individual Petroleum Peak Load Lots (eg. the Oil Power Plant is 0xBB3500A1) 0xBB3500B0-0xBB3500BF = Individual Carbon Intermediate Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB3500C0-0xBB3500CF = Individual Carbon Base Load (eg. the Coal Power Plant is 0xBB3500C9) 0xBB3500D0-0xBB3500DF = Individual Carbon Peak Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB3500E0-0xBB3500E4 = Individual Other Intermediate Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB3500E5-0xBB3500E9 = Individual Other Base Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB3500EA-0xBB3500EE = Individual Other Peak Load Plant Lots (reserved for potential use; no plants currently qualify) 0xBB3500F0 = Used on all Generator lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F1 = Used on all Transformer lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F2 = Used on all Distribution Substation lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F3 = Used on all Transmission Substation lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F4 = Used on all Electric Feature lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F5 = Used on all Clean Intermediate Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F6 = Used on all Clean Base Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F7 = Used on all Clean Peak Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F8 = Used on all Petroleum Intermediate Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500F9 = Used on all Petroleum Base Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500FA = Used on all Petroleum Peak Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500FB = Used on all Carbon Intermediate Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500FC = Used on all Carbon Base Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500FD = Used on all Carbon Peak Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500FE = Used on all Other Intermediate Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500FF = Used on all Other Base Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB3500EF = Used on all Other Peak Load Plant lots to return the sum total of all of them; used in custom queries and for grid validity checks 0xBB350100-0xBB3501FF Same as above, reserved for Small Power Plants that do not require a Transmission Substation, only Distribution Substations and Transformers 0xBB350200-0xBB35020F Used for special building tracking, such as for tracking the number of Front Offices on the map to prevent having more than one All original files are also using the Instance ID series "BB35xxxx", which is also to the best of my knowledge unused by anyone. --- In order to simulate grid imbalance when you don't have enough Peak load-following power sources, LUA code will increase power consumption grid-wide until brown-outs occur, proportional to the imbalance, in much the same way the the Power Conservation Ordinance works, only in reverse. This is perhaps one of the most difficult goals to implement and may take some time to work out. The other parts of the mod are relatively easy and I had working flawlessly 2 years ago. :^/ --- Comments welcome!
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1 point
Version 1.0.0
469 Downloads
A vertical lift rail bridge, loosely based on a similar bridge in Rotterdam. I have included 2 versions: one closed and one open to allow ships to sail through. The lot is completely eye candy, no traffic will go through. It is located in the park menu. Place the lot on 1x1 raised land in water. Make sure that the raised land has the same height as the shore where the end of the bridge transitions to your railway system. The end of the bridge should then have a height of 7,5 meters, making it easy to align it with a raised slope or L1 ramp. Place two lots opposite each other for the complete bridge. No dependencies. As this is my first ever upload on the STEX, please let me know if you encounter any problems with the lot. -
1 pointLet's revive this thread here. Chili con carne and Hungarian leczò. When was your last date?
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1 pointHi all, i was browsing among very old posts in the "Show us what you are working on" from 2013-2014 when i saw a picture showing these two beautiful buildings. I've already tried searching in the residential files list of those years but without success. Do you recognize them and send the link to download these models? Thank you so much! re_di_fiori_
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1 pointAfter some months long focused work (basically doing almost only that) on finishing my region, I'm glad to say that it is 99% finished. Only thing left are some reserved spots for future BATs. (Using maxis 1x1 farm parks as placeholders) Some may remember the region I had previously that I showed pictures here and there. It was quite developed, even managing to reach the 1 Million citizen. However it also had a lot of big projects and ideas that I simply don't have the will to commit to finish since these would require a lot of custom BATs and LOTs. (airport, port, racetrack, army bases, ski resort.. etc.) This was too time consuming and such a big task that I decided to start anew. In order to focus on a realistic looking Japanese-y city, I purged my plugin folders of stuff that I believe would not fit correctly, such as Hong Kong residential towers or Russian apartment blocks. I also decided to not make an airport or a port, which enabled me to save quite a few hundred megabytes of plugins. The region is a 4x4 large city tiles, custom region created from Moonlight's grayscale of an area east of Tokyo he posted on his blog long ago. I modified it to better align the river with the tiles corners and added some mountains. This will be my final SC4 region project. I will elaborate on that matter later. I'm planning to open a CJ in the near future so I can start showing pictures. In the meantime, here's a region view as well as an overview of the city center:
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1 pointSo, I guess the trees didn't do it for you folks, either! Well, let's try some water, then.
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1 pointI've been focusing on the Super Touring era of cars but here's a couple of F1 legends:
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1 point@TheMurderousCricket I've done something like that in the past but the downside is that (for now) we have to stick with replacing the Jenx textures until we figure out a way to make new icons/lots. water texture
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1 pointThe challenge had been planned long before the crisis erupted. So we decided to move forward to give a sense of normality. Also because the crisis is radically changing the plans of NAM 48 in which it will be a version with few new content and many bugfixes and we think that NAM 49 will also have the same fate. Currently almost all of the NAM Team is working quickly to restore LEX but it is not an easy thing that can be accomplished immediately. As we write cleanitol, documentation as well as verifying that all things are ready for players. What I can say that soon there will be other modpacks that are about to come out
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1 pointThe PEG CDK3 content was recently refreshed as part of this upload, the new PEG SUPER TEXTURES was created as part of that process. It does contain every texture needed for Pegasus content, with the exception of SPAM. In short, if you have other PEG texture packs you no longer need them. What's happening here is that content often got made, but as collections/themes expanded, the method of distributing dependencies was altered, usually to have less downloads. Unravelling all that can be hard, especially where most of the original readmes still point to the original files, not the updated or consolidated ones. Every CDK3 user would be better off using the updated files from the file I linked to previously. We made a huge number of changes/optimisations, aside from the combined Super Textures, I don't believe those fixes exist individually at present. Eventually the plan is to bring the same overhaul to the entire Pegasus content, reducing hundreds of downloads into a small number of smart installers. There is also an intention to update the separated components to use the updated dependencies, but it's a lot of work so it won't happen anytime soon.
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1 pointCAM Revival Project Releases This is a list of lot packs that have been released so far. Diego Del Llano Growables - 2017 Pack Two Diego Del Llano Growables - 2018 Pack Diego Del Llano Growables - 2019 Pack Reddonquixote CAMeLot Pack Other CAMelots This is very much a work in progress, but I'm creating a list of available CAMeLots by various creators to make it easier to find and download them. You can view the current list here.
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1 point
Version 1.0.0
4,066 Downloads
The WMP Mega Props vol. 02 is the second dependency pack, which superseds many of the previously released single, individual WMP prop packs by DocRorlach. This is a dependency package, and it doesn't contain any ploppable or growable elements. Although it can be used for creating new lots with Maxis Lot Editor or PIM-X. Since the original workingman-productions.co.uk/ website is no longer up and running, the decision has been made, that these contents of DocRorlach's will be re-hosted on the main exchanges (LEX and STEX) as legacy contents on behalf of DocRorlach. For easier access and due to a more userfriendly approach, we put together these mega prop packs which are completely replacing the previous smaller prop packs. It is highly recommended to use the attached cleanitol file (WMP Mega Props Vol. 01-05 cleanitol.txt) and remove all the listed contents. The best way to do it, if you use the BSC Cleanitol TM (v1.0) tool. Install the application (if you don't already have), run it, browse the attached *.cleanitol.txt file and let the program remove the listed elements. Also from now, these mega prop packs are required to be referenced as dependencies instead of the single prop packs. Installation: Unzip the whole bundle, or COPY the "WMP" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder. To uninstall, bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. For further details, please read the provided readme AND IF you still have questions, ask @Tyberius06. Credits: DocRorlach and the WMP team for creating the models, props and the original prop packs. David (djp) for keeping the original site alive so many years, and letting us rehosting the files on the exchanges xxdita and Tyberius06 (and the STEX Custodian) for putting together the mega packs and making the files available again. Support: These WMP/DocRorlach creations are now legacy contents and therefore their support is very limited, however support from the wider community can be requested here or in the STEX Custodian General Support Topic. Best include a screen-shot illustrating the problem. -
1 point
Version 1.0
16,642 Downloads
HippoTank Demand Fix This is just the fix for the demand values for the Medical Clinic, Solar Power Plant, Nuclear Power Plant. What is actually happening ---------------------------------------------- > the game creates demand for a particular bracket of job but does not actually employ them. > The reason for this is because of a bug. In SimCity 4 the buildings that create demand (available jobs) does so by separating them by wealth bracket. There will be a certain about of jobs available for $ sims, $$ sims, and $$$ sims. This is displayed in a ratio. E.g. crude example- 20:50:30 means there are 20 jobs avialable for $ sims, 50 jobs for $$ sims and 30 jobs for $$$ sims. > The bug occurs when the data in game has two ratios with the same value. It causes the game to ignore one of the values. High Tech Industry has the ratio 10:80:10, and as a result of this bug it causes the $$$ part of the ratio to be ignored resulting in no $$$ sims being employed. > The other ratios with duplicate values are the Solar Power Plant, Nuclear Power Plant and the Medical Clinic. > THIS ONLY FIXES THOSE THREE AND NOT HIGH TECH DEMAND. I have a download bundle for those fixes included. Medical Clinic, Solar Power Plant, Nuclear Power Plant all missing jobs ---------------------------------------------- Instructions: Put HT_DemandFix.dat plugin in game (Program Files) plugins folder -
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Version 1.0
12,969 Downloads
This building was inspired by a request in the BAT request thread, for the Tucson Tower building. This is the Unisource Energy Building , located in Tucson, AZ. It is 23 stories tall, with an additional observation level at the top. The building is not 100% accurate to the real one, but the similarities are obvious. Custom Features : Query, Menu Icon Lot Type : 2x3 Plop, 3x3 Stage 8 Growable, 2x3 Stage 7, and 2x2 Stage 8 Statistics : Plop Cost : $25,000; Bulldoze Cost : $2,500 Jobs Provided : 873, Co$$ Pollution : Air - 11, Water - 11, Garbage - 54 Power used : 112, Water Used : 67 Yimby Effects : none, Nimby Effects : none Transit Enabled Plop : No Dependencies: These files are necessary for this lot to function completely. If you don't have them, you may be missing certain aspects of the lot, most notably the ground textures. Base or Overlay Textures: BSC PEG Texture Pack Vol 01 Be sure to unzip the files INSIDE the zip file! Prop Packs BSC SimGoober FloraPack Vol 01 BSC People Props Links to these, and further information is in the readme file. -
1 point
Version 1.0
17,963 Downloads
The Grand Aqua Mall is a smaller upscale shopping complex. It has everything from vendors selling perfumes to the candy shop with 3,244 different candies. Its unique architecture shows great inspiration from the designer: with the glass and metal-framed structure, simple means beautiful. This lot is provided as a ploppable CS -
1 pointBaleal City Zoo If you look around on Simtropolis there are not a lot of zoo's. For some reason we all go to zoo but not in Simcity. So to break with the no- zoo tradition i give you: Baleal City Zoo! Baleal City Zoo, is located in between Baleal City and Rainbow Beach. It's the only zoo in Republica the Guatalaga. Baleal City Zoo is a member of the International Species Information System (ISIS) and the World Association of Zoos and Aquariums (WAZA). Baleal City Zoo was founded in the late 1960's as the government of Guatalaga wanted to promote the education on both local and exotic wildlife. Therfore until the 1990's, admission for children under 16 was free regardless of whether they were accompanied by a paying adult. Today, Baleal City Zoo offers a wide range of wildlife and is working on a program to re-create natural animal habitats. Enjoy! If you like it: comment and/or hit the +1 button ;-)
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1 pointGood to see you are busy, Tony. Composers can make a living these days, I guess. Good luck with your work.
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Version 1.0
7,469 Downloads
Puerta de Europa (a.k.a KIO Towers) in Madrid are one of the most unique buildings you can possibly find. Built in 1996 they are the only leaning skyscrapers in the world. Their problematic construction was stopped for about 5 years, but when ended, they became a famous picture of Madrid. Now you can have them in your city too and break with the boring vertical buildings monotony. Lot Info: The zip includes a 2x3 lot, that works as a landmark with jobs. Please take note that these buildings extent "out" of their lots, so do not place them too close other high buildings, or you might get a bad looking effect. I reccomend leaving at least 4 tiles between the two towers. NOTE: I couldn't find any picture of the real roof, and the only thing I know is that they both have a helipad. If you have any good picture of it, please send it to me and I might update the building. Thanks. PD: This is my first BAT, so please comment on it. Thank you. -
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Version 2.01
5,837 Downloads
RFY Elevated Rail Viaduct Set by pLynn The RFY Rail Viaduct Series - based on DocRorlach's monorail models - contains seventeen lots for the NAM Elevated Rail System. These can be combined to cover the default NAM viaducts. The size of the total download is due to the HD rendering of the models. Included are: two on/off ramps; on-slope left/right lots; a railway station; several 1x1/2x1 lots; left/right bridges over avenues, streets, roads, and rail tracks. All lots are off-set, do not contain base or overlay textures, and only the railways station features jobs. The set is intended for the more grimy industrial/ghetto areas but could be used anywhere. Optional: Players who want the uncovered NAM viaducts show the same dark brick (dirty brick) texture as our viaducts need to download the RUM for RRW (latest) by rivit and you need to choose to keep/use the F_Viaduct_Style_Dirty_Brick Option. (Follow the proper install instructions of the RUM for RRW mod, but you need to keep the F_Viaduct_Style_Dirty_Brick_Model.dat and F_Viaduct_Style_Dirty_Brick_Rail.dat files). Lot Details and Information: Lot size: 1 x 1 tiles Menu position: All lots: Transportation - Rail Jobs: Station only: $ - 23; $$ - 5 Plop cost: varied Bulldoze cost: varied Monthly cost: varied Power consumption: varied Water consumption: varied Pollution: Garbage: between 2-4 over 4 tiles Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. WMP/RFY Dependencies: rfy_viaduct_props_v2.dat (INCLUDED) WMP Mega Props vol. 02 - Misc Industrial Props and for the SC4D LEX Link WMP Essentials v1.0 and for the SC4D LEX Link. It is ESSENTIAL you to have this if you want to avoid annoying BROWN BOXes. External Dependencies: SHK Parking Pack Network Addon Mod (latest) - well without NAM you don't really have the elevated heavy rail option, so you need that one. Although, bear in mind, that these viaducts are only compatible with the L2 ERRW (dragable elevated rail viaducts) or the L2 (15.5m) Rail Viaduct Puzzle pieces. They are NOT compatible with the L1 (7.5m) ERRW. Installation: Unzip the whole bundle, or COPY the "RFY" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder. To uninstall, bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. For further details, please read the provided readme AND IF you still have questions, ask @Tyberius06. Credits: Original Creditings: The original viaduct models were made by DocRorlach; thanks also goes to shkthrpy for his excellent cars. djp1 did the testing, as usual.. Additional Credits: pLynn, the RFY and the WMP team and their associates for creating the models, props and the LOTset. David (djp) for keeping the original site alive so many years, and letting us rehosting the files on the exchanges Tyberius06 (STEX Custodian) and xxdita for the restoration/rehosting of these contents. Support: These RFY/pLynn creations are now legacy contents and therefore their support is very limited, however support from the wider community can be requested here on SC4 Devotion or in the STEX Custodian General Support Topic. Best include a screen-shot illustrating the problem. -
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Version 1.0
5,127 Downloads
The first base set contains thirteen 16m wide 1x2 lots, plus two 2x2 IC lots with jobs, and two 2x2 OC lots. The second, optional set of eleven optional 32m and 48m dockland piers contains several pieces with street access and jobs. Further to these sets there are additional optional Warehouse Lots, a Dockland Ferry, and a Dockland Rail Freight Depot available separately. Like all dockland pieces, they contain timed props and thus use the same set of WMP dependencies. The download contains individual lots rather than a combined DAT, so you can pick and choose which to install. All pieces are self-levelling and will lower the terrain similar to other harbour lots. Download sizes are due to the entire project having been rendered in HD. Note: The two resource files (WMP_Dummies.dat & WMP_RDock_Resource.DAT) are included with each set but are required only once. Base Set of 16m Docks: Lot size: 1 x 2 tiles Menu position: Building: WaterTransit Jobs: IC pieces only (see below) Plop cost: § 100 ea. Bulldoze cost: § 60 ea. Monthly cost: § 10 ea. Power Usage: 5 MWh/month ea. Water Usage: 5 Gallons/month ea. Pollution: Water: 2 over 2 tiles; Garbage: 2 over 2 tiles Job Details: IC 1 - IM: 9 IC 2 - IM: 12 Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in your plugins folder. WMP Dependencies - you do need all of them, but they are identical for all dockland downloads: * wmp_ferry_props01.dat * wmp_power_props01.dat * wmp_rdock_docks01.dat (for 16m docks & corners) * wmp_rdock_docks02.dat (for 32/48m docks) * wmp_rdock_props01.dat * wmp_rdock_props02.dat * wmp_rdock_vehicle_props.dat * wmp_texture07.dat (contains pathing exemplars) External Dependencies: * BSC Mega Props - JES Vol01.dat * BSC Mega Props - JES Vol04.dat * BSC Mega Props - JES Vol06.dat Credits: Thanks to everyone around the Pegasus site & teams; as always, Dave for his patience with testing this stuff; NBVC and Murimk for their GMax advice. Credits also go to Max Grueter for his Working Class Heroes, and the number of anonymous creators at the 3D Warehouse. Problems? If you have problems with this lot it is most likely that you did not download all the dependencies or - just as likely - that we made a mistake. You can contact us via email at comments@workingman-productions.co.uk. Best include a screen-shot illustrating the problem. Note: Fixed link for wmp_texture07.dat. If anyone has problems downloading the sets or WMP dependencies, I suggest going to the WMP Exchange as an alternative download site. -
1 point
Version 1.0
1,783 Downloads
Are your sims coming out the pubs and clubs and then aimlessly wandering the streets? What they're looking for is a kebab or a curry to round off the night (and ease off the hangover). Takeaway corner is a growable 1x1 Cs$ corner lot providing two takeaways "Korner Kebabs" and "Akhbar Balti". A sims night out has never been so English!
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