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Popular Content
Showing most liked content on 11/19/2024 in all areas
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11 pointsPlaying around with a prototype that adds a 'chainsaw' mode to the bulldozer tool. In this mode it ignores all non-flora occupants when demolishing an area. It should be possible to add filtering for various other occupant types, but flora was just the easiest to test. I currently have the chainsaw mode activate by pressing 'F' when the Bulldozer tool is active, you can also press 'N' to revert it to its original 'demolish everything' mode.
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8 points
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8 points
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7 pointsOk. I believe I have it all ready with the exception of finalizing the exact verbiage for each hover over. For this draft version, I've mostly used Null's text from the DLL's description on the STEX and then embellished it a wee bit when it felt necessary: Auto-Growify Automatically convert plopped growables to use a growable zone type. The growified lots will be marked as historical based on the value of the Auto-Historical checkbox. Auto-Historical Automatically mark growable lots that use the active building styles as historical when SC4 creates them. Industrial buildings are only marked as historical if industrial building styles are enabled for that building type. Build all at once Chose randomly from all enabled styles when building. Change style every Build one active style at a time. Cycles to a new style after the specified number of years if more than one building style is active. W2W and Standard Both W2W and non-W2W buildings will be built. This is SC4's default behavior. W2W Only Only W2W buildings will be built. (Requires properly modified building exemplars.) W2W Blocked No W2W buildings will be built. (Requires properly modified building exemplars.) No Kick Out Lower Wealth Mayor controlled gentrification enabled. This allows for much finer control of the city simulation growth. When checked, higher wealth properties cannot kick out lower wealth. This fixes a slew of bugs present in the original Maxis game. Disable Lot Aggregation In residential and commercial zones, this stops the game from combining multiple smaller lots into a larger lot. Disable Lot Subdivision Forces SC4 to only pick residential or commercial lots which are the same size or larger than the zoned area. Note: In order for the game to choose a lot larger than the zoned area, there would need to be additional identical zoning adjacent. Also the "Disable Lot Aggregation" would need to be unchecked. Prevent Cross-Style Redevelopment Discourages the game from replacing an existing lot with one from a different building style. So, are we happy with this? Should we tweak any of them? And a final draft pic: ^ Do note the upper part for the Styles is controlled by entries in the INI file.
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5 points
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5 pointsCouple of 'zoomed-out' shots of my city ... back to rural life now, leaving this city alone for now ...
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4 pointsA lighthouse near a cove. More is coming up soon in my CJ (or at least as soon as I'm finding time to finish it).
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3 pointsI believe this is ready to go! CoriBoom's 32 Slot Building Styles UI - v0.45 Gamma (For Use with Null's DLL).dat It now includes all the English LText inside the file so you can get rid of both previous ones I've posted. It also contains hidden slots for IDs 0x105, 0x106, 0x107, 0x108, and 0x109 which will automatically activate should Null add additional features which use them. In such an event, one can simply modify the already associated LText and no UI changes will be needed. I want to thank CB for creating the original expanded UI from which I learned how to tweak the code. So: Thank you @Cyclone Boom for your original creation from which I made this new version.
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3 pointsMost likely. The only thing it checks is the occupant type, filtering for any occupant that the game considers to be flora. I also don't think it distinguishes between God mode and Mayor mode flora. All the flora in that video is God mode, but I wouldn't expect there to be any difference in behavior as both should be considered flora occupants by the game.
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3 points
Version 1.0.1
170 Downloads
NY Diagonal Midrise Set Growify By Kel9505 Based off of guepardomountain's models: Diagonal Midrises. Included are six diagonal residential growify lots based off of guepardomountain's original eyecandy lots and models. There are 6 buildings and one lot per building, for diagonal roads. The building stats are as follows: 1. NY Diagonal Midrise Growify 1 and 2: Ploppable R$ Residential growify lots with 242 residents. 2. NY Diagonal Midrise Growify 3 and 4: Ploppable R$$ Residential growify lots with 160 residents. 3. NY Diagonal Midrise Growify 5 and 6: Ploppable R$$ Residential growify lots with 427 residents. These are LOTS ONLY, and do not include the model. They are a new lots and do not overwrite guepardomountain's original landmark eyecandy lots. Note: This mod requires DLL dependencies by Null45. DLL Dependencies are ONLY available for version 1.1.641 of SimCity 4 (Windows Digital Copies). All dependencies listed below are REQUIRED for this RCI DLL Query Upgrade Mod to work. For more information about compatible versions of Simcity4 and DLL mods, see here: https://community.simtropolis.com/forums/topic/762980-the-future-of-sc4-modding-the-matter-of-digital-vs-disc-and-windows-vs-macos-in-the-dll-era/ REQUIRED DEPENDENCIES: 1. Diagonal Midrises, by guepardomountain. 2. Growify DLL Mod, by Null45: TO INSTALL: Make sure Simcity4 is not running prior to installation. Extract all files into your Simcity4 Plugins folder. The archive can be extracted into a subfolder containing guepardomountain's models and original lots. TO USE: Pause the game, plop the respective lot along a diagonal street. Use the Growify cheat code "Growify R M" or "Growify R H" to growify the lot as medium density or high density lots. Make sure all lots have water and power or, like any other lot, it may abandon. Like all lots that are plopped using the menu icons, only the regular Growify command will cause them to growify. Auto-Growify, included in the Additional Building Styles DLL by Null45, will NOT growify lots plopped by the menu. -
3 points
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2 points
Version 1.0.0
989 Downloads
After a recent trip to Palm Springs, I became re-inspired by mid century architecture and whipped these up. Straight out of the Racquet Club tract and complete with breeze blocks, geometric shapes, and rugged stone walls! - Stage 3 R$$ - Houston tileset - 2x2 lots - DarkNite versions only And I did finally use a dependency on these lots, Barocco Hispano's trees here. Thanks, mate! Feel free to re-lot as desired as I am not a very great lotter. -
2 points
Version 1.0.0
112 Downloads
About this a relot of Krio's fantastica Viipuri station- Stats Item Order 1 Plop Cost 1500 Bulldoze Cost 100 Wealth None Pollution at center Air Water Garbage Radiation 0 0 0 0 Pollution radii Air Water Garbage Radiation 0 0 0 0 Flammability 10 MaxFireStage 1 Power Consumed 61 Water Consumed 0 Demand Created Jobs $ Jobs $$ Jobs $$$ R-$ R-$$ 95 5 0 95 5 R-$$$ 0 Budget Item: Department Mass Transit Budget Item: Line 0x00000001 Budget Item: Purpose Mass Transit Switch Budget Item: Cost 100 SFX:Query Sound 0x2A55BD56 SFX:Default Plop Sound 0x4A5EC571 Query exemplar GUID 0x4A565D13 OccupantGroups Building: Transportation Building: Rail Building: Strikable Transit Building: Taxi_Maker Building: PassengerRail Dependencies BSC common https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack Girafe common https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora Krio Viipuri https://community.simtropolis.com/files/file/28021-viipuri-railwaystation/ Mumrik bike https://community.simtropolis.com/files/file/25681-murimk-props-vol01-bicycle-props-with-bikers-mmp/ -
2 pointsHi guys! I finished translate this interface options and hover tips and below we can see a small sample: The ltext file with translated texts to use together of the CoriBoom UI file, you can download here: Carlos - Building Styles UI v0.44 for use with dll ltext ptbr.dat. Thanks CoriBoom for assistance and creation of interface. Cori Edit: Carlos's attached file showing v0.44 is also perfectly fine with my v0.45 posted UI. (I'd sent the v0.44 in a PM for him and then since I made a few changes before posting in this topic, I incremented the number.) Cori Edit Too: I've now updated the GIDs so Carlos's translation are their own set. See two posts below.
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2 pointsThank you! It worked perfectly! Now I have a nice Extrapolation Graph, which franky I'm thinking is really, really important now that I understand what it means. I also use your Jobs & Population Bar Graph, but I didn't like that it replaced Education by Age. So after some tweaks and additional instance edits, I've created a new line in Tropod's new column for your Jobs & Population Bar graph, and restored Education by Age. You've opened up a door and I might want to make a consolidated Graph mod as well for all these awesome edits. It's hard to find all of this stuff since a lot of it is buried in posts. I agree, "extrapolated" is such a ridiculous and confusing word. It means nothing to a real person. Extrapolated literally means: "extend the application of (a method or conclusion, especially one based on statistics) to an unknown situation by assuming that existing trends will continue or similar methods will be applicable." How many people are thinking like that when they're trying to build farms or a little downtown district? But "anticipated" is good. Much better. To be clear, I'm referring to the wording in the Query that you see. I plan on writing a pretty detailed hover tooltip that tries to explain it all to everyone. And since RippleJet used the Prima Official Guide as a basis for a lot of his explanations and work, I took another look at it. And this "anticipated" demand does have a downside, as it turns out, for according to Prima: "Extrapolation" is really "anticipated projected growth" of region-wide demand, on a monthly basis. The shocking thing is that this happens MONTHLY. If you don't build enough in your own active city, then internal demand in the city will fall and instead it will be given to the regional cities externally. "What you have is demand satisfaction without any construction." Wow. The only way to deal with this is to "switch cities frequently". That is a big deal. I don't know if anyone really understands this core concept. What I think I'd like to do for the Census Repository is to display the new values of anticipated projected growth in Residential, Commercial, and Industrial values that happen when you first load up a city after playing a different one. There's no point in showing historical totals here, since those are lost if you don't use them and mean literally nothing for your growth. The 3-month and 1-year numbers are ok to keep, but what we need are the initial values correctly displayed upon loading, which frankly are probably the immediate monthly values once you load a city (I think): #game.trend_value(game_trends.G_R_EXTRAP_OUT,0)# #game.trend_value(game_trends.G_C_EXTRAP_OUT,0)# #game.trend_value(game_trends.G_I_EXTRAP_OUT,0)# If that is correct, then the total column absolutely needs to be replaced. It is entirely useless. And like I said, your Extrapolation Graph is very important, because unlike the Census Repository it can show the spikes you get in loading a city if you happen to miss the month the spike happens in the Census Repository (although it might be in the 3-month data). I'll see what I can come up with.
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2 pointsThe Konsum file is available: Working on this set of apartments. The rear area near the fence feels a bit empty? Would love to know what other people think.
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2 pointsI am working on CAM translations and consequently Modpack Zero. Once I finish the merge and fix the education for the RC2 release I can complete the translation
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2 pointsI also should mention that your dataview, Extrapolated Commuters, is very similar to Tropod's Graphmod v2 (as edited by Cogeo in this download), which I've had in my game for a while. I never understood it until this thread when you posted your graph and I recognized how similar it was to one in my game. I like yours better because it explains more and has better colors. But see them both to compare: Yours: Tropod's (and Cogeo): His Graphmod v2 actually creates some new graphs for the game, like RCI total, Radiation and his Extrapolation graph. I didn't understand what it meant prior to this thread, though, as your graph did a much better job of showing things. I'd like to keep his new dataviews, but overlay yours on top of his in the its current location so I can still use "Funds" in my graph. Do you know how I can use your graph to essentially replace Tropod's version?
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2 pointsI've been a bit busy recently but am now able to pick up work on the upgraded Census Repository again. Do you think we should be more technical and use the term "extrapolated residential demand", "extrapolated commercial demand", and "extrapolated industrial demand", instead of job seekers or job openings? We can add as much explanation of the meanings in hover tooltips. I'm leaning a bit towards a more "formal" or technical use of terminology because I think that if we try to make up a term for what the game is "essentially saying", it becomes the same sort of thinking that got RippleJet to use the term "commuters" which ended up confusing people. If we have a data point, with numbers, that tells people there are job openings, there will naturally be confusion around that and people will ask where the heck the game is storing job openings, etc, just like people are wondering now where the heck the game can calculate commuters, etc. My thinking is that no matter what we call it, the hover tooltip will need to be heavily re-written to explain to everyone what's going on here. One more thing I plan to fix: In many tooltips, RippleJet uses the term "SimNation", but there's an LTEXT code for the region name and SimNation should be replaced with the actual region name. I think I will do that in every instance. Finally, I notice your ModPaccZero City Hall v1.1 file includes an Employment percentage. I wonder if people would want that in the Census Repository as well? I don't like duplicating information in other useful Queries (and since it's your code, you'd need to provide permission), so perhaps not. But if not, I encourage you to formally post your City Hall mod in the downloads. I've used it for the longest time and frankly, it is a much needed addition for Mayors who want to be successful and fully complements the Census Repository.
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2 pointsShout out to the NAM team for making it big enough for a Medium article writer to take notice of them! 💀
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1 point
Version 1.0.0
2,148 Downloads
Albee Amphitheater is a 2x2 park lot with a sunken reflecting pool and amphitheater style seating. The pool can be converted into a stage area for performances. Its stats are in between Maxis's medium and large plazas, and it can be found near the end of the parks menu. 2x2 park lot. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity4/Plugins. SC4Lot files are descriptively titled. Remove the lot versions which you do not want. Do not remove any .SC4Model files. -
1 point
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1 point
Version 1.0.0
508 Downloads
I made these to fill in some of the spaces in diagonal blocks. They're inspired by apartment buildings in NYC. Included are three models, each with two different color/mirror variations for a total of six lots. They are in the Landmark menu and cost $100 each to plop. No dependencies. -
1 pointI'm out of time tonight so I'll only make a quick comment on one part: What about taking over the City Opinion Polls panel for all the extra Graphs? Then the regular one can stay the same and the new one need not be all cluttered. Additionally, feel free to edit the LText of my Extrapolated Graph to have a new, proper name above the graph and change the line labels. You can then include it in your graph mod project whenever you are ready to release it. (You'll be the one spending all the time explaining it and that's the harder part. Creating a new graph like that is fairly easy.)
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1 pointTurns out to be very easy. Just change the Exemplar IID of mine to 0x00000021 and then name (and place) my file where it will load after his. Edit: And delete my second LText (2026960B-6A231EAA-6A551DFC) so it doesn't replace the Funds label.
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1 point
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1 pointWe need to leave this planet or have a global event that set's back society 50 years. This AI stuff sucks
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1 pointWe are looking at alignment only: The extra reserved options will become invisible once I've assigned them their two LText references.
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1 pointOne of the problems with my method is that I have to render the texture from top view and that makes the rocks look weird, like they are crushed xD This is how it should look: And this is what the rocks look like in the rendered texture from above Maps used
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1 pointDo we have a post somewhere that lists all the fake companies/businesses made in game? Like Madhatter must have a large list
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1 pointDon't worry: I can adjust in this space. Can you send me interface file and ltext file to translate and to avaliate? I prefer have both because I can changing and viewing result. But, if you prefer, I can translate here in other post or PM. Yes, it is very important in this moment. Concepts like NKO, W2W etc is not "simple"... I burned my mind to translate "auto-historical" and "auto-growify" to simple words and the concept is broader. So, I would like share a question with all: the NKO, or better, the "kick out lower wealth", is the same of gentrification? PS: If tips idea will be possible, I can starting create.
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1 pointI've started work updating the UI for the 3.2.0 DLL. Since we have more options now than can possibly fit in the lower control area, I've moved on to the one I showed a while back with 8 Reserved buttons and text. Using that, it looks like this in English: ^ Oops. Ignore the pt-br "anos(s)" for "years" as I made that a separate override when testing. That's all well and good as far as it goes, however I've also been working with the LText @carlosmarcelo created and I've added Google translations for the four new items. Ofc, I don't know if they are even remotely correct as I don't speak his language. No Kick Out Lower Wealth shows as: Não há como expulsar a menor riqueza Disable Lot Aggregation shows as: Desativar agregação de lote Disable Lot Subdivision shows as: Desativar subdivisão de lote Prevent Cross-Style Redevelopment shows as: Impedir o redesenvolvimento de estilo cruzado So a couple of those are much longer than the UI has room for: One option is to move the lower Não há como expulsar a menor riqueza into the upper section. Then vertically re-space the 3 Wall to Wall options so they look good again. And also remove the remaining 5 Reserved options so there is more room to the right of the the buttons's text. That does mean there wouldn't be any room in the UI for possible new checkbox (or radio button) options later on. The other (preferred) idea is if Não há como expulsar a menor riqueza and Impedir o redesenvolvimento de estilo cruzado could be shortened enough to fit. And, additionally, I have no idea about any other translations and how well they will adapt to the space available. Note: Where the above shows "LText Reserved" vs "UI Reserved", that's just my way of indicating there is an actual LText reference set up and it is pulling in the verbiage as opposed to hard coded English text in the UI. (The latter will all get LText references if we keep the 5 extra reserved control spots.) So, at this point, I'm not sure which way to proceed. I'm leaning towards keeping the reserved options and suggesting other languages might have to abbreviate (or use English) so we retain the ability to handle up to five more selections sometime in the future. Also, when I first started on this project CB suggested we should have hover over tips added and I believe that will be very good now since the choices are becoming nicely more esoteric compared to the vanilla game.
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1 pointFebruary 2058 The authorities in South District, want to expand Plain Hamlet. They have bought HIQUEA Wood saw mill. Aiming to build some new homes at its current location in Plain Hamlet. HIQUEA will open a new saw mill at D’Angelo Road, across the street from M. Leroy Firearms.
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1 point
Version 1.0.0
239 Downloads
This is an apartment building I made to fill a gap in my suburb. It is a 4x4 medium wealth lot. There's only one dependency: if you want to get the lampposts you need Simgoober's props from here: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack -
1 pointgiving directions must be crazy make a right but not a full right and go straight then make a left but stay to the center lane then go straight and the road will split stay left then the road will split again stay right and then merge on the highway and make a right
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1 point
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1 pointReally nice entry. I always loved riding cable lifts and trams up and down mountains when I was a kid. I'm a little surprised that they are not used as proper means of transport in some areas but rather occasional tourist attractions, somewhat sad and deserted... Good winter shots. This is something I always miss in SC4.
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1 pointHi! I looked for him, and it appears that he was on the site for the last time in February of 2021. You can check his profile here: https://community.simtropolis.com/profile/50429-vandy
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1 point
Version 1.0.0
1,157 Downloads
A seller of high end designer goods. The spacing and setbacks of the walls follow the Fibonacci Sequence. It is a corner lot for the Euro tileset. 1x2 growable CS§§§ lot. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Requires mipro Essentials - December 2015 or newer. -
1 point
Version 1.0.0
355 Downloads
Webb Chapel Park Pavilion is a picnic shelter located in Webb Chapel Park, in Dallas, Texas, USA. Along the pavilion is a grassy mound which can be used for play or for seating. It can be found near the end of your parks menu. 2x2 park lot. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. -
1 point
Version 1.0
19,168 Downloads
BANK of AMERICA CENTER, LOS ANGELES, CA : This folder contain Landmark version. Please, don't remove the folder called " Model" otherwise an ugly brown box appear. Bank of America Plaza, formerly Security Pacific Plaza, is a 55 story, 224.03 meters.It was completed in 1974 with the headquarters of Security Pacific National Bank, Capital Group Companies and Sheppard, Mullin, Richter & Hampton as its main tenants. The tower is the fifth tallest building in Los Angeles, and the 83rd-tallest building in the United States. In 2009 it had the highest assessed value of any office building in Los Angeles County. In-game settings: LANDMARK Jobs: 7831 CO$$ Pollution at center: Air:52 / Water:52 / Garbage:26 / Rad:0 Power consumed: 261 Water consumed: 2619 Flammability: 40 Fire Stage: 5 Lot Size: 1x1 need terraforming and sloping ground to be plop. Plop cost: $42722 Dependencies: Simfox darknite mod : https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/ Pedestrian Mall Connector : https://community.simtropolis.com/files/file/3861-pedestrian-mall-connector/ If you have a problem to use this building, visit my thread, and read this small tuto to fixed your problem : here Thanks for your supports and your advices during the conception of this building Good game friends -
1 point
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1 point
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1 point
Version 1.0.0
2,352 Downloads
Treat your city's guests to luxury with Korimako Hotel! There's a stage 8 version for people who do not use the CAM, and a stage 12 version for people who do. 4x4 growable and ploppable CS§§§ lots. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. CAM version included. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity4/Plugins. If you use the CAM, replace the growable lot file with the CAMeLot version. -
1 point
Version 1.0.0
2,094 Downloads
The Paragon is a luxurious residential highrise for the Euro tileset. Celebrating 20 years of SimCity 4! January 14, 2003 - January 14, 2023 2x2 growable R§§§ lot. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity4/Plugins. If you don't already have them, download and install the dependencies, linked above. SC4Lot files are descriptively titled. Remove the lot versions which you do not want. Do not remove any .SC4Model files. -
1 point
Version 1.0.0
2,959 Downloads
HSBC Tower, formerly PWC Tower, is a 30 floor skyscraper located in Auckland, New Zealand. It grows in the Houston and Euro tilesets. The growable is a corner lot. 4x5 growable and ploppable CO§§§ lots. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity4/Plugins. If you don't already have them, download and install the dependencies, linked above. SC4Lot files are descriptively titled. Remove the lot versions which you do not want. Do not remove any .SC4Model files. -
1 point
Version 1.0.0
1,934 Downloads
For generations Turtle Publishing has produced affordable paperback editions of literature for all ages. It continues to publish classics, old and new, from its current headquarters, which uses a diagonal structure in the facade and a separated elevator core to minimize interior columns. The ground floor contains a book store which keeps their entire catalog in stock. 2x3 growable and ploppable CO§§§ lots. MaxisNite and DarkNite versions included. DarkNite requires the Day and Nite Modd. Requires mipro Essentials - December 2015 or newer. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity4/Plugins. If you don't already have them, download and install the dependencies, linked above. SC4Lot files are descriptively titled. Remove the lot versions which you do not want. Do not remove any .SC4Model files. -
1 point
Version 1.1
23,786 Downloads
US Bank Center, located in the city of Milwaukee, was completed in 1973 and was designed by Bruce Graham of SOM. The building was originally built for First Wisconsin National Bank. Today it is named after US Bank, which First Wisconsin National Bank acquired in 2001. Continue reading for more information. 5x10 and 10x5 growables. 5x10 ploppable. CO§§ and CO§§§. The US Bank sign is optional. Remove "Jasoncw - US Bank Center - Sign (XN).dat" to remove the sign. The ploppable lot is transit enabled. The growable lots have a plaza in that space. MaxisNite and DarkNite night versions. DarkNite requires the Day and Nite Modd. Installation Instructions: Download either the DarkNite (DN) or MaxisNite (MN) version. If you're unsure, choose the MN version. Unzip the .zip and move its contents to Documents/SimCity 4/Plugins. SC4Lot files are descriptively titled. Remove the lot versions which you don't want. Do not remove any .SC4Model files. BAT and lotting by Jasoncw Modding by nofunk Special thanks to @Tyberius06 for fixing the immortal lot bug, and improving the lots' stats! If you're using the original version, it is recommended to demolish all instances of the lots in your cities, and replace them with the updated version. -Jasoncw, October 2024 Click here to learn about new projects in the works -
1 point
Version 1.0
14,279 Downloads
Ardnox Comprehensive School Originally opened in 1963 as Ardnox Secondary Modern, this school was built in the typical 1960s panelled style. By the mid '70s population pressures forced the education authority to bring in portable classrooms to deal with the extra pupils. This school lot is 8x6 and has a capacity of around 750 pupils. It is a high school equivalent and I have extended the coverage slightly. Thanks go to deadwoods for the bike models (sorry they're not more visible) and to gascooker for his texture tutorials. -
1 point
Version 1.0
17,610 Downloads
Description: One Penn Plaza is a skyscraper near Pennsylvania Station in New York City, west of Seventh Avenue, between 33rd and 34th Streets. It was designed by Kahn & Jacobs and completed in 1972. It reaches 229 meters (750 feet) with 57 floors. The tower has setbacks at three places; 7th, 14th, and 55th floors. From its location on the West side of Manhattan, most South, West and North facing tenants have unobstructed views of the Hudson River. Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in the plugins folder. LBT Mega Texture Pack vol.02 LBT Mega Prop Pack vol.01 In addition, the nightlighting of this model only suits for SimFox's Darker Nite mod Otherwise, your building will look like the night pictures of this upload Crédits: BAT, LOT / configuration, READ ME, Installer by Heblem Lot by Kelismatic Special thanks to Ripplejet (Tage) for model configuration help.
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