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  1. 8 points
    Meanwhile I've expanded the prop painter a bit to also support painting props along a user-drawn line or distributed in a user-drawn polygon.. see video below Doing some initial work to make that work with prop families as well, so that you can have lines/polygons filled with diverse props in the future!
  2. 8 points
    Release version 1.0 of my Rewards-Parks-Landmarks DLL Query Upgrade Mod:
  3. 6 points
    Welcome to Santana Island. Chapter 24 Quartz history. The beginning of the path.
  4. 6 points
    tree grate My first time trying to do the lighting of a building.
  5. 5 points
    Very nice testing work again @Ernestmaxis! Interesting that it works when only the lot plop DLL is loaded, without the Custom Services DLL. That probably means there is a small issue in my GitHub build pipeline whereby the custom services' functionality is not only compiled into the SC4CustomServices.dll, but also statically into the SC4PlopAndPaint.dll? I will have to look into that. Could you try the v0.0.5-alpha that is available on GitHub? https://github.com/caspervg/sc4-advanced-plop/releases/tag/v0.0.5-alpha It will probably still require you not to put SC4CustomServices.dll into Plugins, but will fix various other issues AND should be able to handle way more props in your Plugins folder than the previous versions.
  6. 5 points
    Hide and Seek: Wayback URLs Added Sitewide Just a heads up, I've run database queries to batch update all hide-inoki.com URLs so they lead to the Wayback Machine (archive.org). This includes STEX descriptions, reviews/comments, and posts here in the forums. There were over 600 instances in all these sections (each containing 1 or more URL). For direct links like .zip files, I've made them directly download by adding the id_ suffix onto the URL format: E.g. https://web.archive.org/web/20250101000000id_/http://hide-inoki.com/~nob/NOB_WaterSystem.zip Then each set for Jan 2025, which we know was when the site was still online. The Wayback is smart enough to find the closest match to the specified date. Do let me know if there are other SC4 sites we should link to the Wayback similarly. I'm aware for the Hide and Seek files, the archival is more robust than others due to the helpful heads up we had last year. Unfortunately some other sites disappeared without much (if any) notice. It is sad the SC4 community loses yet another exchange, but I'm encouraged we had a forewarning to hopefully have many of these files salvaged. As @CorinaMarie mentioned recently, we don't consider the Wayback Machine as a reliable permanent storage location for cherished content. Thus it's well worth us continuing efforts to rescue and re-host the files in the Found Custom Contents club, or on the main STEX when that's best. I think a potential blessing is for some of us we'll discover new content we might've otherwise missed. For me personally I know a lot of excellent content exists beyond the realms of ST and SC4D/Evermore, so making more content accessible will help us appreciate the lesser known BATs and Lots. A big thanks to @Tyberius06, @rsc204, @nos.17, @pikachu_SQ, @chongjunxiang3002, @simmering, @kaimai and anyone else for your efforts to maintain the availability of SC4 content. This is a great service to the community and very much appreciated.
  7. 5 points
    A T21 test that gets out of control.
  8. 4 points

    Version 1.0.1

    121 Downloads

    This archive contains as many of the files of prominent Japanese modder Kori (Fox and Tanuki), active from 2004 to 2012 on both SimCity Force and Hide and Seek, as I could locate. Kori's models include three sets of Japanese-style rural houses, a series of public housing apartments (danchi), a large number of civic buildings, seasonal rice fields, temples, a set of historic shops and more. Some of the models are in high definition. Many of these buildings were originally modded to overwrite Maxis lots. I have reassigned all of these new unique TGIs so that they can be used alongside Maxis content and are also easier to find in the buildingplop menu. I have not otherwise modified the lots and only changed the names of building and lot exemplars, and don't know if they need to be otherwise edited (e.g. with new stats, etc). These files may eventually be restored in a more official form but hopefully these can be used until that happens. Screenshots do not show every possible combination of building/prop families or seasonal props. The archives separate Kori's works posted on SimCity Force from those posted on Hide and Seek for reasons of upload constraints.
  9. 4 points
    Hey Casper, First of all — this is a fantastic extension. Really clever design and very useful in practice. Thanks for the work you’re putting into this. I wanted to share some clear observations and feedback from my testing. Prop preview issue I can see the preview for lots, but prop previews do not display correctly for me anymore. Maybe to many plugins.. I will try will less props in my pluginfolder but i dont think that is the problem. Rotation behavior (possible improvement) It might improve usability if the initial rotation/orientation of a prop can be chosen before placing it. At the moment, the orientation only becomes clear once the preview appears, and rotation is only possible after placement. Allowing rotation adjustment before confirming placement could make the workflow smoother. Search functionality The search feature works well overall One potential improvement would be supporting multiple keywords in a more flexible way. For example, searching: AGC sportback does not return this prop: AGC_CAR_Audi_A3_Sportback_2010_Black_V01_45-0x5ad0e817_0x2f261a6b_0x30000 This is a minor usability suggestion rather than a problem. Time props (future idea) You support time props already — perhaps far future scope, but allowing users to configure timing themselves could be interesting. Stability testing / crashes I experience occasional crashes during longer sessions (sometimes after ~10 minutes, sometimes after about an hour). I will do longer test sessions this week (1–1.5 hours) to provide more reliable feedback. From the Exception Reports: Exception address: 0x39937500 Instruction data → appears to be random data. To rule out environment issues: I reinstalled Visual C++ runtimes (x86 + x64) for ImGui. I discovered that SC4CustomServices.dll was previously duplicated in both Documents and the plugin folder — that was my mistake! I am currently testing possible conflicts with other DLLs that use deep memory hooks in combination with the lot/prop painter. Other amazing DDL mostly from @Null 45: SC4ResourceLoadingHooks.log" memo.submenus.dll" memo.submenus.log" memo.thumbnail-fix.dll" memo.thumbnail-fix.log" memo.transparent-texture-fix.dll" memo.transparent-texture-fix.log" Plugins\SC4ClearPollution.dll" SC4ClearPollution.log" SC4CPUOptions.dll" SC4CPUOptions.ini" SC4CPUOptions.log" SC4DBPFLoading.dll" SC4DBPFLoading.log" SC4DisableFpsLimit.log" SC4DisableFpsLimits.dll" SC4Fix.dll" SC4GraphicsOptions.dll" SC4GraphicsOptions.ini" SC4GraphicsOptions.log" SC4Growify.dll" SC4Growify.log" SC4ResourceLoadingHooks.dll" Any recommenings? How to proceed I’ll report back once I have more stable and consistent test results. Hopefully I can pull this off, I not an expert, also hope more users will test. Overall: excellent work — these are mostly small usability observations and testing feedback. The tool is already very impressive. Thanks again!
  10. 4 points
    SANTANA ISLAND - Traditions die hard Chapter 24 - Quartz history. The beginning of the path. (*Translated by Google) The Island Management Board announced the formation of Santana Quartz Co., Ltd. This company should undertake geological work on the island. The company's headquarters is located in MAIN CITY, since this city is the administrative center and has connections with the outside world (Pic.24-01). Pic. 24-01. Emblem of Santana Quartz Co., Ltd. Pic.24-02. Headquarters of Santana Quartz Co., Ltd. In a short time, the company was able to assemble and send a small search party to the area where quartz crystals were found. The most convenient place to start searching was the flat coast with a hut of fishermen and hunters (Pic. 24-03). Pic. 24-03. A hut at the geologists' landing site. The squad landed on the shore of territory B-07-14 (Pics. 24-04 - 24-05) and moved to territory B-07-13, where crystals had previously been discovered (Pic. 24-06). Pic.24-04. Geologists ' landing site. View from a height. Pic.24-05. Geologists ' landing site. Pic.24-06. Transfer to base camp. A base camp was established on the territory of B-07-13 (Pics.24-07 - 24-08). Pic.24-07. Base camp. View from above. Pic.24-08. Base camp. There are no roads or trails here. The most accessible and promising areas are the areas along the banks of the nameless stream (Pic.23-09). Pic.24-09. The banks of an unnamed stream. The results of the work were presented by Santana Quartz. In the search area they were found quartz crystals of various sizes (Pic.24-10). Pic.24-10. Locations of finds of quartz crystals. The main result of the work was the discovery of a primary source of quartz crystals and vein quartz in the upper reaches of the stream (Pics.24-11 - 24-13). Pic.24-11. Indigenous source of quartz raw materials. Pic.24-12. Samples of quartz crystals. Pic.24-13. Sample of vein quartz. Samples of quartz crystals and vein quartz were sent to laboratories for study. We will await the results of the study from Santana Quartz. Thanks everyone. Until next time.
  11. 4 points

    Version 1.0.0

    70 Downloads

    Reward-Park-Landmark DLL Query Upgrade Mod, by Kel9509 v1.0 - February 24, 2026 Using new DLL functionality for Simcity4 created by Null 45. Thank you Null 45 for your amazing DLL mods! Did you ever wonder what the actual benefits a particular reward provided to your city? Does the Marina really open up tourist opportunities or does it have a different effect for industry? Can't recall what the readme file said was so great about a custom reward lot you downloaded? Are some landmarks any better than others? This mod puts a query on every Maxis reward, park and landmark lot that tells you exactly how it benefits your city. The Reward-Park-Landmark (RPL) DLL Query mod is a series of queries that replace the original Maxis queries with a custom query that describes the impact each lot provides for a city. Additionally, there are some optional queries included that override some custom and other BSC custom queries that are nearly identical to the base Maxis queries (except with their image), so this mod can describe the benefits some BSC lots have too. ****INSTALLATION**** FIRST - 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/ TO INSTALL: 1. Make sure Simcity4 is not running prior to installation. 2. Within the archive is a folder named "zz_Kel9509_RPL DLL_Query". This folder has "zz" in front so that it loads later in order than many other mods, in order to override their original queries. The folder contains the main dependency file and four subfolders with the queries. The dependency, "Kel9509_RPL DLL Query Essentials.dat", must be installed alongside any desired queries as it contains all of the other data necessary for the query to work properly. 3. Extract the "zz_Kel9509_RPL DLL_Query" folder with its subfolders into your Simcity4 Plugins Folder. If you do not want any particular type of query in a subfolder you can remove it. The query names correspond to the reward type building it overrides. Be careful if you are using any custom mods or buildings that contain their own default query overrides, like the "Colossus Addon Mod - Casino Specialization", as this RPL DLL Query Mod will override those as well unless you remove the conflicting query! 4. The subfolders are as follows: a. Maxis Lot Overrides - The query is applied to each Maxis reward lot type listed in the subfolder, and Parks and Landmarks. Maxis rewards that are power plants are not included, nor are lots like the Airport, Seaport, or other standard lots. All other rewards are included, including the Mayor's House, original City Hall, Courthouse, as well as all Business Deal rewards and other standard rewards like the University and Major Art Museum. b. Custom Sliders - this folder includes the Opera House and Private Schools with sliders, which require additional dependencies. See below under Optional Dependencies. IMPORTANT: unless you are already using these dependencies to add sliders to the Opera House and Private Schools, you may need to bulldoze all Private Shools (or Opera Houses) first before using them! c. BSC Queries - certain BSC queries are nearly identical to standard Maxis Park, Landmark or Reward queries, with their logo or a different color. These queries have been adapted to show the additional information, in the same style with the BSC logo and applicable color. d. New Queries - For advanced users. For lots with queries that have special features. LOTS MUST BE EDITED TO USE THIS QUERY. Replace the Query Exemplar GUID for that lot using iLives Reader or PIM-X's advanced editing tools, by replacing the existing Query GUID with the replacement ID. Currently included is: - Parks with Income, using ID 0x138910df If you wish to uninstall, remove all files (and dependencies) from the subfolder from your Plugins folder. REQUIRED DEPENDENCIES: The RPL DLL Query Upgrade Mod will not work unless the following dependency is installed: 1. Query Tool UI Extensions DLL for SimCity 4, version 2.6.2 or above, by Null45. DLLs should be added to the main Plugins folder, and not a subfolder. Note that to use DLL mods, if your OS is earlier than Windows 10 you will need to install the Microsoft Visual C++ 2022 x86 Redistributable. https://aka.ms/vs/17/release/vc_redist.x86.exe OPTIONAL DEPENDENCIES: The RPL DLL Query Upgrade Mod has queries for the following optional add-ons: 1. ModPacc Zero Opera House Fix, by CorinaMarie & Cyclone Boom - Or, alternatively, for those that still use the original Opera House Fix by toroca 2. Private Schools with Sliders by RippleJet 3. Various BSC Dependencies - SC4D LEX Legacy - BSC Common Dependencies Pack IMPORTANT NOTE: If you do not have the the original Opera House Fix by toroca, install the ModPacc Zero Opera House Fix as it works better and does not require you to bulldoze anything. HOWEVER, if you do not have the Private Schools with Sliders fix by RippleJet, you will need to bulldoze ALL private schools before using his mod and the RPL DLL Query Updgrade for any Private Schools! TO USE THIS MOD: After installation, select the Query from the Main Menu within Simcity4. Select a Park, Reward, or Landmark to query their information. Some special custom lots may have their own custom query which will display instead of this mod. However, this mod will work for all standard Maxis Parks, Rewards, and Landmarks - and many other custom buildings as well. If your query of a building (that itself does not have a custom query) looks like any of the screenshots included, then the mod works. The query also has informative tooltips over the all descriptive items with helpful tips and hints. ****STATS**** The Query display the following information: Civic Jobs Wealth Land Value Powered (and amount used) Watered (and amount used) Flammability Max Fire Stage Bulldoze Cost Monthly Cost Goofy stats Pollution amounts for Air, Water, Garbage and Radiation Pollution radius amounts for Air, Water, Garbage and Radiation Landmark Effect Park Effect Mayor Effect Crime Effect Cap Relief **** TECHNICAL INFORMATION **** Civic Job amounts, unlike jobs in Commercial or Industrial zones, are never adjusted by desirability of the building or lot and are filled to the maximum extent possible by the existing residential population wealth levels. The query will always show the jobs as being 100% filled, even if that is not actually the case (for example, in a city that does not have the residential population to support the jobs the query will still show all jobs the Building can support). In certain cases, a lot with Civic Jobs will compete with commercial or industrial lots resulting in positive demand for residential buildings to fill these jobs but also possible stagnation among Commercial and Industrial buildings competing for those residents until your residential population has grown enough to fill this building and also work elsewhere. Landmark Effect - there are two exemplars for Landmark Effect. The correct exemplar that provides positive commercial building desirability is 0x2781284F. Some older rewards or landmarks may use the improper exemplar, 0x87CD6399, which is a Developer exemplar and not a Building exemplar, and so it does not properly provide the positive commercial desirability that some modders intended for their buildings. As a result, for any older custom reward that uses the improper Landmark exemplar of 0x87CD6399 the query will correctly report that the building has No landmark effect. Verification of the landmark effect (as well as park effect) in the game can also be viewed using Null45's Data View Extensions DLL mod: https://community.simtropolis.com/files/file/36632-data-view-extensions-dll/ More information about the two landmark exemplars can be seen here: https://community.simtropolis.com/forums/topic/762533-2-different-landmark-effects-in-reader/ or here: https://community.simtropolis.com/forums/topic/759445-reorganization-of-SimcityBrasil-files/?do=findComment&comment=1737578 Monthly Cost is now calculated using Null's Query Tool UI Extensions DLL by deriving the amount from a building's Budget Item: Purpose ID. The following IDs are used in this query. Note that several ploppable lots, despite being rewards, may use a particular purpose ID like Parks or School Staff, as indicated below. Any custom reward lost that is improperly coded outside of PIM-X (which assigns these properties to the specific reward lot correctly) will not display the cost properly: 0xca565486=Hospital Staff - DONE as 4606ed25 for Disease Research Center 0xea5654b6=School Staff - DONE as 4606ed26 for University/Major Art Museum/Main City Library/Private School with Sliders 0xaa59670c=Landmark Effect - DONE as 4606ed10 - for most landmarks and some civic rewards 0x4a5a495e=Business Deal Income - DONE as 4606ed1d - for all business deals: Army/Air Base, Area 5.1, Casino, Federal Prison, Missile Range, and Toxic Waste Dump, and new Park with Income query. 0xca639989=Park Effect - DONE as 4606ed24 - for all parks as well as Stadium, Tourist Trap, Zoo, Farmer's Market, and Marina. Goofy Stats have been reworked from the original Maxis Goofy stat exemplar (with a few exceptions). Now a LUA function within this query and not dependent on any building exemplar (except as noted), most Goofy Stats are now based on a percentage of the overall Residential population and will recalculate every time the lot is queried. The median of the statistic is in parenthesis, unless based on Residential population. Static Landmarks now have a Goofy Stat of "Tourists Visited", consistent with the query sound of tourists taking pictures. Advanced Research Center = Digits of Pi Calculated (Maxis) Army/Air Force Base = Potatoes peeled (25,000) Area 5.1 = Flavors of Ice Cream (R Pop) Bureau of Bureaucracy = Kilometers of red tape (5,000) Casino = SuperSim Jackpot Winners (R pop) Cemetery = Misplaced Coffins (25) City Zoo = Animal Escapes (25) City Hall - Civil Servant Exam Score (Maxis) Convention Center = Misplaced Nametags (R pop) Country Club = Avg. Score (6) Courthouse = Records Lost (R pop) Cruise Ship Port = Number of Stowaways (6) Disease Research Center = Escaped Monkeys (R pop) Farmer's Market = Varieties of Plums (5000) Federal Prison = License plates per year (2.5 million) Church/Worship = Weddings Per Week (65) City Hall = Civil Servant Exam Score (Maxis) Landmark = Tourists Visited (R pop) Lighthouse = Sims Required to Change Light Bulb (6) Major Art Museum = Forgeries Discovered (25) Main Library = Overdue Books (R pop) Marina = Barnacles Scraped (5000) Mayor's House = Number of uninvited guests (R pop) Missile Range = Duds this month (25) Movie Studio = No. of Outtakes (25) Opera House = Windows Shattered (25) Private School = Noogies Given (R pop) Radio Station = Commercials per Hour (25) Resort Hotel = Towels Stolen (R pop) Space Port = Liters of Orange-Flavored Drink Consumed (25,000) Stadium = Commercial Sponsorships Offered (25) State Fair = Blue ribbons awarded (25) Statue = Pigeon nests (6) Stock Exchange = Meters of Ticker tape (5000) Tourist Trap = Llama Spit Distance (65) Toxic Waste Dump = Mutant Species Spawned (R pop) TV Studio = Exclusive Reports (25) University = Classes Cut (R pop) This query uses the following new functions made possible by Null45's DLL mods: jobs_low_wealth jobs_medium_wealth jobs_high_wealth building_full_funding_capacity building_full_funding_coverage building_wealth power_consumed water_consumed flammability max_fire_stage bulldoze_cost budget_purpose_type_cost pollution_at_center pollution_radii cap_relief landmark_effect park_effect mayor_rating_effect crime_effect
  12. 4 points
    Still cutting corners, literally...
  13. 4 points
    Just a couple of more fixes and then I am finished with all of the Greywood Lofts relots. ^ Original Pic Name: greywood.jpg
  14. 4 points
    A huge fortress, a mountain with a watchtower, and a mire, all part of my next CJ entry. Hope you like it.
  15. 3 points
    Thanks! Good catch there. I missed those starting with http://www. in the batch queries. I've fixed that post now too, along with 21 others (and 1 more STEX file). At some point I believe it'll be worthwhile updating SC4D LEX links (using your useful cross reference list), but that'll be a task for another day.
  16. 3 points
    Just replied to you over in NAM Support. Pasting it here:
  17. 3 points
    The opposite. The plant would (possibly) explode when the age degradation reached 100%, and I would expect the efficiency bulbs in the Maxis vanilla query to be unlit before that. See the image and description in this post.
  18. 3 points

    Version 1.0.0

    15 Downloads

    An Artisan Mill producing organic flour in Quyon
  19. 3 points
    It was a long time i downloadet them Nice job
  20. 3 points
    Hovercraft. Hydrofoil & Air cargo carrier ! Sometime ago maid a request for a additional water and land vehicle to extend it beyond ships or ferries. How as a automata graphical replacement or candy MMP last might be a first step ! Open TTD got the Bakewell Hovercraft and a extension ship got some hydrofoil craft. This maybe inspiration model some ! Hope someone want to take up the challenge as for some time I wonder this hasn't being taken over ! Sincerely yours, Kschmidt
  21. 3 points
    Ok, will keep it here for now—remove if inappropriate / if there is a more official restoration effort in future.
  22. 3 points
    I have a possibly-complete set of Japanese plugins from user Kori (Fox and Tanuki). However I have re-instanced most of these, as they were originally intended to overwrite Maxis lots, and also to make them easier to find using the buildingplop cheat. So they are not in their original form anymore but with the closure of Hide and Seek and possible closure of SimCity Force, they may not be otherwise accessible. I haven't changed anything except TGIs and item names, and haven't gone thru to remove duplicate building exemplars or to attempt to translate the gibberish LTEXT back into Japanese characters. I can nonetheless upload the collection (134MB—may or may not be entirely complete) to STEX if permitted.
  23. 3 points
    Hi Casper, I tested v0.0.4-alpha and have some findings that may help debugging. If I remove SC4CustomServices.dll from the Plugins folder, SC4PlopAndPaint v0.0.4-alpha loads and functions normally. All search filters and search functionality work correctly. Super nice! (So there seems to be a conflict with SC4CustomServices.dll — maybe relevant for your overlay testing.) Issues observed 1. Prop paint preview always shows the first selected prop Paint preview always shows the first prop that was selected, see attachment 1 (in the red box the green car is before entering right object in the red box is the mouse/proppreview object). After pressing ESC and selecting another prop, the preview still shows the previous one (alway the first prop) This preview is then reused for subsequent props. I couldn’t fully capture the preview bug in a screenshot, but see attached example (red box red car is the proppreview, the left green car is before entering the object on the map) 2. Rotation sometimes stuck Sometimes rotation only allows 180° After placing a few props and cancelling with ESC, then selecting another prop, rotation works normally again. Happens quite frequently. 3. ESC / cancel behavior inconsistent Sometimes ESC must be pressed multiple times (2–3x) to exit prop paint mode. Otherwise preview remains visible or leaks into lot plop mode. 4. Lot plop window layout issue The lot plop window does not resize correctly. The results area only fills about half the available space. The props tab resizes correctly, but lots do not. Notes All files replaced as instructed. Cache rebuilt via PowerShell. SC4CustomServices.dll removed → tool works. Hope this helps! Let me know if you want additional logs or testing. Did the test with a amount of 16k props Thanks again for your work on this, gods work
  24. 3 points
    I don't have much going on today, so...
  25. 2 points
    In fact, that's from my cloud. http://naver.me/xRPDvuTo
  26. 2 points
    Hi, Here is a link to a folder containing many Japanese files. I hope you find it useful. https://mega.nz/folder/ECc0CbDA#hQYUQDE6K59KxDJqg271QQ
  27. 2 points
    Correct, these do not exist. Big issue with anything elevated is of course the model work, and aside from some menu/UI stuff Chrisim has done since his return, FLUPs development is stalled, and may remain that way until/unless DLL development is able to make the new draggable Subway-based system not be so incessantly temperamental. -Tarkus
  28. 2 points
    I found an instance where this did not take. It might be just an outlier but I thought you might want to know: https://community.simtropolis.com/forums/topic/763809-white-fence-suddenly-appearing-along-my-rural-roads-solved/?do=findComment&comment=1804981
  29. 2 points
    Sure do. I played it over 20 years ago as a kid. I still remembered i struggled to provide water for my city - as i connected the water pipe to the bottom of a lake, hoping gravity will do the trick LOL. Only days later did I found out what water towers and pumping station are for. The game was posted on Steam few months ago with a very low price. I bought it immediately - to my surprise it runs without any issue in Win11. Been playing it occasionally since.
  30. 2 points
    @Lucario Boricua asked me to prioritize this list to get a better idea of some quick wins. I won't rank the entire list, that's too hard to decide, but will break it up into 3 segments: stuff I want the most, stuff that can wait, and stuff that could be done someday if someone wanted to. However as specified in my original post, I am more than happy with the way the NAM is now, and the current planned content/enhancements in upcoming releases. This is just my personal wish list. --- Priority 1 GLR smooth curves Elevated Rail smooth curves RHW-10C RHW-12S signs (Frickinhuge set) RHW-12S cosmetic pieces FARHW for RHW-12S connections Remaining drag pattern RHW ramps made as flex (better for slopes) Features from Quickchange pieces being available as separate ploppable models Turn lanes for L1/L2 avenue Longer avenue to road transition (similar to NWM, RHW) RHW intersection pieces with avenues Smooth curves for Ave-6/TLA-7, similar to RHW-C Ability to drag MIS ramps from Ave-6/TLA-7, similar to avenue Flex pieces for MIS ramps to/from avenues (better for slopes, puzzle pieces already exist) Flex piece for type A ramps, but including a empty tile or two between ramp and mainline Longer el-rail to GLR transition (similar to the L0 to L2 RHW piece) 3.75m hole digger (can do half a level up, half a level down) Priority 2 Official NAM signage pack Draggable cosmetic pieces for RHW L1/2 rail over diagonal RHW Diagonal L1/2 rail over RHW L3 transition piece (22.5m onslope) TLA-9/Ave-8 RHW-6S Flexfly Avenue smooth curve with OWR 'exiting' on the curve Onslope curve (similar to curve transitions) Diagonal and/or FAR basketweaves Slip lanes for diagonal-diagonal intersections REW working for avenue, not just OWR 1 or 2 tile transition piece for FTLs when going from single to double turns (different directions) Full quickchange loop piece (270 degrees) RHW exit ramp directly parallel to a elevated RHW (0 tiles) Central barriers for L0 RHW-S networks, so they look like L1/2/3/4 at L0 Priority 3 BTM over wider RHW widths/diagonal More BTM curve pieces and junctions, similar to RRW Remaining RRW pieces to replace Maxis textures for completion's sake, even if they aren't realistic Midblock crosswalks using raised/lowered walkway L0 BTM (Similar to GHSR) More RHW-S to C pieces including ramps at transition Slope tolerant curves for RHW --- Obviously, if there's something in priority 2 or 3 that can be done easily, that should be prioritized as it's a quick win too
  31. 2 points
    Sorry I'm late, but i'd just use the magic eraser on the new stub and build a parking garage (or anything with visual avenue connection) at the entrance. Is that lazy? lol
  32. 2 points
    @kaimai Thank you for your efforts restoring these!
  33. 2 points

    Version 1.0.0

    130 Downloads

    Ulisse Wolf - BSC Parks Expansion Pack This mod allows you to add additional parks to your BSC Parks system. This additional expansion adds new park features as well as new pieces to make them better. In addition, some parks have an enhanced experience, allowing you to immerse yourself in the game. Please note that this pack is expected to receive updates in the near future. Do not redistribute without asking first, mostly as doing so would complicate efforts to properly maintain, update, and provide technical support for the pack. Installation This package is a simple .zip file. Just extract the Ulisse Wolf folder to your My Documents\SimCity 4\Plugins directory (or equivalent, if you have a custom Plugins folder location). DLL Dependencies In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies(the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): Submenus DLL - You need it to get the package submenu working. Compatible only with the digital version (1.1.641) of SimCity 4 (Microsoft Windows and Linux only). Dependencies The following files are required in order for the contents of this package to appear correctly (i.e., no "brown boxes" or missing textures) (the below listed dependencies are covering a full install; for dependencies for individual collections see the list of contents section): SC4D LEX Legacy - BSC Parks Collection v3 (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC BATProps BSC Parks BSC Park Textures Network Addon Mod (NAM) v49 (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. Network Addon Mod Props SC4D LEX Legacy - BSC Common Dependencies Pack v9c (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC Essentials 2025a BSC MEGA Props - CP Vol01 BSC MEGA Props - CP Vol02 BSC MEGA Props - D66 Vol01 BSC MEGA Props - D66 Vol02 BSC MEGA Props - CARCH Vol01 BSC MEGA Props - CARCH Vol02 BSC Textures Vol01 BSC Textures Vol02 BSC Textures Vol03 v4 BSC TexturePack Cycledogg V01b Ulisse Wolf - MISC Props Pack Ulisse Wolf - Fallout Common Dependencies Pack Credits The following members contributed models, textures, and modding support to this collection: Ulisse Wolf This package has been made possible by the Project ZIP efforts of Ulisse Wolf. Special Thanks Webmaster & administration staff at SC4Evermore & Simtropolis (STEX). And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-)
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    Recently picked an old win xp desktop computer and ordered sc3k unlimited off ebay, what a blast from the past! I didn't even know how much I missed those advisors.
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    Cori's Guide to Displaying Fancy Game Variables by CorinaMarie Intro In this tutorial we will learn how to do some quick editing to display internal variables which are now available when using @Null 45's DLLs. At a minimum, you'll want to install: Query Tool UI Extensions DLL for SimCity 4 Lua Extensions DLL (Not needed initially, but we'll prolly dip into it in a Part Two or Part Three.) Also you'll need to insure the file we create here loads after any other override for the Maxis Coal Power Plant and the Power Query UI. (I'm using them for our demo.) See here if you need to learn about load orders: SC4 Folder and File Loading Order The Plugins Directory - How are files loaded? General Load Order Software Archeology - Plugin Load Order Getting Started After installing the aforementioned DLLs, you'll also need Reader 0.9.3. I will assume y'all have a wee bit of familiarity with Reader, but hopefully this'll still be clear enough if not. Our goal is a quick down and dirty bit of editing to allow us to see the newly revealed internal Age Degradation variable. (Second paragraph here and my pic in the next post there.) I'll number these as steps to correspond to the pic numbers and that can help if there are comments or questions. Edit: I just noticed Null released an update to the Query Tool UI Extensions DLL (see version 2.6.3 details) and that simplifies the code in my Steps 25, 31, 36, and 38. Feel free to use his cleaner method, or continue with this tutorial as-is. It will still work exactly as intended. Step 01 In Reader, open simcity_1.dat Single click on any exemplar to activate the Navigator button. Click said Navigator button, expand the Power tree, then the Lots tree, and right click on the Maxis Coal Power Plant: Then click on Group Add to patch. Step 02 That will pop up this dialog box: ^ Click OK. Step 03 Close Navigator, then click on the Patch button. Next control-click the top Exemplar, the TRK file, and the PNG file entries. Then click the Remove button. Step 04 Here we see we still have the Building Exemplar, two LText entries, and the UI file. ^ Click Create DAT. Step 05 Name it whatever you want. I went with: Age Degradation UI Display v0.01 by Cori.dat Like so: ^ Then click the Save button. Step 06 I personally close Reader then reload it. My idea is that clears up the memory that was in use for the big file. Anyhow, we next open the .dat file we just created. On my system there seems to be a weird bug such that the pre-highlighted Exemplar doesn't display the data for its properties. Step 07 So, I click on some other entry: Step 08 Then click back on the Exemplar and it'll populate the fields: Step 09 This is an interim step which will later show us we are referencing the correct exemplar once we get into the game. ^ Double click the Exemplar Name in the right-hand panel. Step 10 That'll pop up this dialog box: Step 11 Rename it to something else which you will later recognize as your own text: ^ Click the bottom Apply button after editing in place or if editing in the "Value as text" box, first click the other Apply (which is like a Set button) and then the final Apply. Preparing for Later LUA Coding Step 12 We'll go ahead and get this ready in case anyone would later like a Part Two of this tutorial which shows how to do data formatting (such as showing a specified number of decimal places). Right-click on the first LText entry, then click Generate new instance. Step 13 Notice how the IID has changed to some other hexadecimal number: Step 14 While that LText entry is highlighted, click the File Info button. Then click Edit: Step 15 Here's what it'll look like with the exception that your "Instance" number will be different. Step 16 Edit both the Type and the Group numbers to be ca63e2a3 and 4a5e8ef6 respectively. ^ And click OK. Step 17 Notice it still says LText and also still shows the old T and G numbers? Step 18 Click a different entry, then click back on the LText we are working with. Notice it now updates both the Type and the Group numbers. It does not, however, recognize the category change. Step 19 So, click to save the file and yes, we are happy to overwrite our existing one. Step 20 Close the file then re-open it and notice how it properly recognizes this as a LUA entry. Step 21 Single-click the LUA file entry. We are going to put some placeholder Lua code in here. ^ Click the Edit button in the right-hand panel, highlight the existing text, and paste the following right on top of it: --#-package:03092f5a# -- package signature -- -- For Lua file entry IID 0xf3092f5a --EOF Step 22 Notice the two hexadecimal numbers. The 2nd one needs to be edited to match the IID you generated in Step 12 (and seen in Step 13). Then the package ID will be the very same number, but replace the first hex digit with a 0. (Note: Any package signature number greater than 0x7FFFFFFF will not be recognized by the game. Only positive integers are allowed when it converts those to decimal.) ^ Click the Apply button when you are finished editing. Back to the Main Part Step 23 Right-click the remaining LText entry and select Generate new group & instance. Step 24 Notice that both the Group and Instance numbers are now different. Step 25 Paste this over the existing text: #null45_query_ui_extensions.get_property_value(hex2dec('00000020'))# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #null45_query_ui_extensions.get_property_value('00000020')# Note: The # on each end of the code makes this a Token which means the UI will display the value it produces rather than the code itself. Also Note: It needs pasted from the right-click menu. For some reason Ctrl+V is not allowed. ^ Then click the Apply button. Step 26 This'll be the down and dirty part in which we are just going to steal a spot in the UI to display our data (rather than expanding it nicely like @Kel9509 does). Right-click on the UI file entry and select Text View. Step 27 I have Reader smaller than I typically do for editing so the pics here can be smaller. As such I have to scroll the right-hand panel a wee bit. What we are looking for is the line where the word Efficiency is displayed. We are going to replace ea5524eb,8a5ba2a7 with the values we created in Step 24. Step 28 Mine are 4721f708,820e0172 so that's what I paste in. Be sure to use your own T & G as generated in Step 24. ^ Click the Apply button. Step 29 Now we save the whole file again and yes, we are happy to overwrite. Step 30 Finally the fun part! Load the game and plop a Coal Power Plant then Query it. ^ You should see whatever text you used in Step 11. This was a mini goal which shows we've correctly edited the UI to use our own unique LText and the proper code to access the data provided by Null's DLL. Step 31 Remember the linked post above? We are now ready to use that 0xc910b4cf which Null tracked down to display the Age Degradation of the Queried Power Plant. Re-edit the LText to be: #null45_query_ui_extensions.get_property_value(hex2dec('c910b4cf'))# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #null45_query_ui_extensions.get_property_value('c910b4cf')# ^ And then click Apply. Step 32 Let's now do a Save as... Step 33 Increment your version number while leaving all the rest of the file name the same. This will cause the 2nd version to load later than your first one and so we don't need to clean out our folder just yet. Step 34 We go in the game, plop a Coal Plant, query it, and we see the Efficiency word instead of any data. ^ Close the query and run time till the next month. Step 35 Now when we query, we see a zero. This tells us that the value retrieved was nil when we first plopped the power plant, but that it updated to a numeric response after running time. Step 36 Quit the game and let's take care of that nil value borking our code. Paste in: #null45_query_ui_extensions.get_property_value(hex2dec('c910b4cf')) or 0# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #null45_query_ui_extensions.get_property_value('c910b4cf') or 0# That or 0 part is handy. If the first part doesn't even exist (the nil value) then it makes the answer be zero. Apply and Save. Step 37 Back in the game and now we have our 0 the moment we plop the power plant. (Quit the game again.) Step 38 The other thing going on is Maxis programmed the UI to automatically truncate any decimal portion of numbers displayed and that's very good for things like population. However, we are wanting exact data to be shown. As such, we can fool the UI's hidden code by making our number into a string. The following code will concatenate the middle dot to the end of the number we want to see and then the UI replaces it with a space. Paste in: #(null45_query_ui_extensions.get_property_value(hex2dec('c910b4cf')) or 0)..string.char(183)# Edit: The Query Tool UI Extensions DLL was updated to v2.6.3 at the same time I was gathering pics and writing this tutorial. As such, I've shown the method which was in effect via v2.6.2. Fortunately both code methods will still work. If you have v2.6.3 or later, you can use the following code instead. (I'm not going to update the picture.) #(null45_query_ui_extensions.get_property_value('c910b4cf') or 0)..string.char(183)# Click Apply, then Save the file. Step 39 Back in the game. We already know we get a zero when first plopping so this pic is after running time to the next month. This shows how a Float32 variable handles the number. Step 40 Run another month and check again... Conclusion That should be enough to get your feet wet. Special thanks to @Cyclone Boom for following this tutorial, providing feedback, and for fancy tweaking of the post to make it presentable.
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    We are here: Responses: @justforfun Thank you, I'm glad you liked it. I don't actually have a ferry schedule table yet, but this puts some interesting ideas into my head. I'll come back to that later, maybe. @Girafarig Thank you, too. I looked up some pictures of Chiloé Island. I can't actually tell if it's looking the same, but it seems to be a lovely island, with the nature and the houses on stilts. Seriously somebody should make something like this for SC4. @Ke|is @simster007 Thanks to all of you, too. I'm glad you liked my last entry. @Kuba138 I don't actually know if that question is all that important, but the majority of the inhabitants of Maxiland are Catholic Christians, but other religions, including Buddhism, are occasionally present as well. For further information, I suggest reading Entry 6 of this CJ: Excursion: justforfun asked me in the last CJ entry if I could provide him with a ferry schedule table. While I haven't actually put much thought into this, I actually tried to develop a bus line system for Maxiland a good while ago. It may be subject to some changes, but, inspired by the public transportation system in westernmost Austria, I developed a system of regional and communal buses, with a 3-digit line number with a system including both types of buses. I know it's crazy but to me, this is fun, sometimes... This is a bus line table of the Feldviertel, not including the communal buses: (Dashed lines: limited bus service, mostly limited to certain times of the year; grey squares: those settlements have a communal bus system) And here is an attempt to make a communal bus system of Birkenhang: (Dashed lines and stations in brackets: limited bus service; black-white line: railway; light grey: terminal stations; dark grey: railway stations) Ortsbus: communal bus BF (Bahnhof): railway station; HBF: main railway station, NBF: northern railway station Contents: In today's entry, we are going to explore the mountaineous surroundings of Birkenhang, mainly the fortress and the mire I mentioned in the last two entries. Since I'm coming up with no less than 28 pictures, I've put some of them into spoilers, to make it easier to read this entry. Let's first recall this picture of this spa en route from Krabbenfels to Birkenhang: We are going to continue the small gravel path at the top of this picture. This path goes all the way from the spa to the fortress in the mountains. On its way, a small dead-end path branches off to a small wetlands area. First, we are passing a transitional area with a loose conifer forest with the floor covered with berries and moss: Taking the path to the right first, we stumble into the mire. I've put it into a spoiler, to organize this entry better. Back on the gravel path, we continue our way uphill. We arrive on top of some cliffs above the mire. The ridge itself is actually only partly overgrown, mostly with a loose larch forest, shrubbery and stuff. This is mostly due to very low amounts of soil there; at elevated locations such as this, wind often blows away soil, leaving little places for plants to grow. Also, some local woodcutters have built some cabins there. Please make note of the street - I'll come back to it later. And here a close-up, I already shared it in the Show us your MMP work thread: But now for something different. We are going to have a look at the fortress, probably the craziest thing I've ever built. This fortress is dating back to the 10th century, it has been erected between the years of 922 and 946 AD. At first, it has been built to improve the defense in case the Arabian forces that have taken over the Seeviertel would be attacking. They actually never attacked, but the fortress proved to be useful later in the counterattack against the Arabian Caliphates as a training ground for the soldiers, as well as a lookout and trading post. Even now, people live there, and it is a popular tourist attraction, along with the mire (for nature lovers) and the nearby mountain (for hikers). Among its main attractions, there is the historic path from Birkenhang to the fortress. Again, another spoiler, to keep things organized. And we finally arrive at the fortress, sitting on top of the Prinzenberg (lit. prince's mountain). In the spoiler: Four pictures from all 4 angles (north, west, south, east). And some close-ups: First, the church and the Prinzenvilla (prince's villa), second the park, complete with even an artifical lake, used as a drinking water supply, third, the outlet of the lake leads to a small pond and a dried-up creekbed that only fills in case the lake basin gate needs to be open because of too much rainwater. We are not even done yet: At the Prinzenvilla, there's a secondary exit at the east, leading down the cliffs to the mountain Windkogel, with a former watchtower on top of it. From this watchtower, the soldiers used to look over the sea, in case the Arabian forces came attacking. There was even a system of communication via light signals from this watchtower to the fortress to another tower close to the Kommandantur. Again, another spoiler. And that's it for today. Since I've finished the mainland parts of Birkenhang, I'd like to share two overview pictures, the first of the hillside (zoom level 2), the second of all the developed parts (zoom level 1). And as an extra picture, a view from the side (camera pitch 10) from the Windkogel, the Prinzenberg fortress, and the hills: I hope you liked this entry, although this was probably the longest one I ever wrote. There are five islands in Birkenhang that still need to be developed, you might expect the next entry dealing with them.
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  38. 1 point

    Version 1.0.0

    21 Downloads

    Made by 211 (かんだーら, Gandhara, 森川鉄道, Morikawa Railway, Moritetsu). Link: http://hide-inoki.com/bbs/archives/sc4_0396.html [No Web archive] This is the BAT for the single-track "wind" railway line. It's completely a small item Of course, you can't actually drive it. Instead, you can just feel the land value around it rise a little. From the left in the picture: Y-branch, straight track, curve correction, curve. If you use the Y-branch, you can visually connect it to a normal track. The installation method is written in each building's description. How about using it as an accent in an industrial area or as a main feature in a regional city…? Using curves lets you play around with it in various ways like in the picture. …No station, no train. If I can make them in the future, I will post updates Here’s an additional set right away. Nothing will display without "211_tansenkido_1". This time I made a branch and a station. It looks non-electrified, so I made a diesel car. It's a quick job, about 10 minutes Also included is a revised version of the previously released set's "Y-branch" display. Installing the straight (double-track) section is a bit tricky, and if you place them continuously, lines appear between LOTs. Also, the station where the KiHa stops is not allowed to be enlarged, otherwise the shortcuts are obvious By the way, the models are inspired by the Tono Railway Kasahara Line (defunct) and the Oji Paper Kasugai private line (operational). [ORIGINAL DESCRIPTION] 単線軌道“風”線路のBATです。 完全に小物です もちろんドライビングなんてできません。 代わりに、周辺の地価が少し上昇するような気になれます。 画像左から、Y字、直線、曲線補正、曲線です。 Y字を使えば、見た目の上で普通の線路と繋げます。 設置方法は各建物の説明文に書きました。 工業地帯のアクセント、 地方都市の主役にどうでしょうか…? カーブを使うと、画像のようにいろいろと遊べます。 …駅も無ければ、電車も無い。 今後作れたら追って投稿します 早速追加セットです。 「211_tansenkido_1」が無いと何も表示されません。 今回は分岐・駅を造りました。 見た感じ非電化なので、ディーゼルカーを製作。 製作時間10分程度の手抜きです あと、以前公開したセットに含まれていた「Y字分岐」の 表示に関する修正版も同梱してあります。 直線部(複線)は設置が少々厄介な上、 連続して設置するとLOT間にスジが入ります。 また、キハの停まっている駅は、 手抜きがばれるので拡大禁止です ちなみに、モデルは東濃鉄道笠原線(廃止)と 王子製紙春日井専用線(現役)です。
  39. 1 point

    Version 1.0.0

    17 Downloads

    Made by 211 Link: http://hide-inoki.com/bbs/archives/sc4_0393.html [No Web Archive] Moritetsu 'Yadagawa Station.' I aimed for a versatile station building that can be used anywhere. There’s no platform yet, but I plan to make one eventually. I made a mistake while editing the LODs, so the ground is half-transparent (as shown in the image), but since I did the lettering on the school computer, it’s difficult to redo it, so I left it as it is. So, please try to view it from as far away as possible. This is my second BAT… It’s a bit iffy Next time, I think I’ll make it more carefully. File updated on 2005-5-29 I also made this on the school computer while doing club activities. I fixed the concrete area in front of the station and also built a platform. For convenience, the LOT size became 1x3, so for those who have already installed it, please uninstall it once before downloading again. [ORIGINAL DESCRIPTION] 森鉄「矢田川駅」です。 どこにでも使える汎用駅舎を目指しました。 ホームが付いていませんが、そのうち作る予定です。 LODsの編集で失敗してしまい、 地面が(画像のように)半分透けてしまいますが、 レタリングを学校のパソコンでやった関係上、 再びレタリングするのが困難なため、そのままにしてあります。 なので、できるだけ遠く離れてご覧下さい。 BAT二作目ですが… 微妙ですね 次はもっと丁寧に作ろうかと思います。 2005-5-29 ファイル更新 また部活のついでに学校のパソコンで作ってきました 駅前コンクリート部分の手直しをし、ホームも造りました。 都合上、LOTサイズが1x3になりましたので、すでに設置された方は、 一度撤去してからダウンしてください
  40. 1 point

    Version 1.0.0

    28 Downloads

    Made by Ragutaro Link: http://hide-inoki.com/sc4/buildings_bat.htm [Web archive] and http://hide-inoki.com/bbs/archives/sc4_0314.html [Web archive] 06.05.25 Fixed a bug in RCIBlankLot 05.12.28 Fixed 05.01.19 Fixed 05.01.15 Published Installation fee: §40,000 Maintenance fee: §80 Removal fee: §10,000 Employment: 187 Width: 7, Depth: 7 Blank_CS$$$ usage This is Azuchi Castle, built by Oda Nobunaga. The Tenjukaku was based on the imaginative drawings of Masashi Naito, who is currently considered the most influential, and the main keep layout and the palace buildings are entirely based on my own imagination Azuchi Castle is a mountain castle, so it has no moat, but I added it on my own to improve the appearance of the lot. However, to make it feel like a mountain castle, we didn't collect water in the moat, and didn't use base textures, so the land was displayed as is (a kind of transparency treatment). With this Azuchi Castle, the castle series comes to an end, and from now on, I would like to focus on modern and contemporary architecture. Setup fee: §80,000 Maintenance fee: §200 Removal fee: §42,000 Employment: 187 Width: 7, Depth: 7 Blank_CS$$$ Usage Required: has_dependencies.dat 08.08.03 Fixed issues with RCI Blank Lot (CAM countermeasures) 06.05.25 Fixed issues with RCI Blank Lot 05.05.10 Fixed issues with RCI Blank Lot 05.01.19 Update: Text has been improved. If you have already installed it, simply overwrite the old version to update it. [ORIGINAL DESCRIPTION] 06.05.25 RCIBlankLotの不具合を修正した 05.12.28 修正 05.01.19 修正 05.01.15 公開 設置費:§40,000 維持費:§80 撤去費:§10,000 雇用:187 Width:7, Depth:7 Blank_CS$$$使用 織田信長築城の安土城です。 天主閣は、現在最も有力とされている内藤昌氏の想像図を参考にし、本丸縄張りや御殿等の建築物は完全に私の想像によるものです 安土城は山城ですので堀はありませんが、ロットの外観を整える為に独断で付加しました。ただ、山城らしくする為、堀には水をためず、ベーステクスチャを使用しないことで、設置した土地をそのまま表示するようにしました(一種の透過処理のようなもの)。 この安土城をもって城シリーズは終了とし、今後は、近現代建築を中心にしたいと思います。 設置費:§80,000 維持費:§200 撤去費:§42,000 雇用:187 Width:7, Depth:7 Blank_CS$$$使用 依存ファイル:has_dependencies.dat 08.08.03 RCI Blank Lotの不具合を修正(CAM対策) 06.05.25 RCI Blank Lot の不具合を修正 05.05.10 RCI Blank Lot の不具合を修正 05.01.19 更新 テスクチャを改良しました。既に設置済みの場合は、旧バージョンに上書きするだけで更新されます。
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    That's sublime and beautiful!!
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    Fantastic collection! THANK YOU!!!
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    Finally, the long-awaited Colossus Addon Mod development diary has arrived. There is a lot to discuss, especially about AMPS and some improvements, but now let's get started. AMPS A key element of this upgrade is the electrical grid, and this work is being carried out by AMPS (Allied Municipal Power of Simtropolis). This mod was developed by RobertaMe but was then abandoned because she withdrew from the community for reasons we don't want to discuss. Mainly, the mod changes the electricity management system by introducing a classification of power plants but also realism in how electrical elements are arranged in the game. As specified in the AMPS manual, the new electricity management system involves the construction of large power plants with associated high-voltage transmission stations that allow electricity to be conveyed to the distribution station. At the distribution station, we have connections to small power plants and batteries, and then send the energy to low-voltage substations where generators can be connected and the energy is sent to buildings. This is a realistic approach that is sure to make all SimCity 4 engineers happy. Although this mod is complex, it is not within everyone's capabilities. A FEW THINGS TO MENTION Many people think that updating AMPS by taking advantage of all the cool features that DLL Mods offer will allow for a new version to be released quickly, but unfortunately this is not the case because the mod has many unfinished elements. Roberta's intention was that mayors using AMPS would start new regions only. This allowed her to directly update the Building Exemplar of the power plants and modify GUID, Occupant Group, and other properties. However, if the mod were used in exiting regions it would create the Phantom Slider Bug several times over. So the first step is to update the various DAT files doing a thorough clean-up. Then there are the UI files that need to be fixed, and finally you can proceed with updating the LUA Code, which still has room for development. With all the work that needed to be done in the development process, we ended up definitively separating the mod from the past. So, performing a nice fork led to the birth of NEON (Next-gen Energy Operating Network). The NEON logo, courtesy of @hugues aroux HELLO NEON NEON inherits the work done by AMPS but brings it up to modern modding standards, also simplifying the modding process. It also involves upgrading power plants and their types, introducing SPECIAL ones, which will be discussed later. As mentioned above, NEON brings modding up to modern standards, which means that there will no longer be modified Exemplar Buildings that can experience bugs such as the Phantom Slider Bug, but there are Exemplar Patches that greatly reduce these risks. In addition, work was also carried out to update the UIs and various LTEXTs, also allowing for the translation of the mod. This work is still in progress as there a lot of things to finish, but also streamlining the content included, as suitable for our redefined purposes. However, completing this process will ultimately allow us to polish and finalize the mod. NEON's Exemplar Patches LUA All the magic of NEON & AMPS processing happens through LUA. The AMPS code is very complex, so it can help to include cross reference information. This previously led to a slowdown in operations, as reverse engineering between Exemplar and LUA is required to understand the identification codes of the power plants. The differences between AMPS and NEON (Note: The word Maxis on AMPS was added by me and is not present in the original code) This procedure allows you to resolve debugging and value update procedures more quickly because AMPS is based on static values, so if a lot on AMPS is updated, you still use the old version. In fact, with LUA Extended DLL, we can dynamically load the values of the properties related to MWH Rating and KVA Rating. There is also a dedicated thread explaining some technical aspects of AMPS, such as calculating the KVA Rating and MWH Rating values. There is still work to be done before we achieve a stable beta, but internal builds are already well underway and code retrofitting will begin once the Exemplar issue has been resolved. IN THE GAME The NEON code in the game starts working immediately, and when you start a new city, you will receive messages asking you to build generators to supply electricity to the city. There are still some LUA changes to be made because it makes no sense for our beloved corrupt Neil Fairbanks to bother you with these notifications, but it will be our aggressive engineer Jonas Sparks adding further stress to you, mayor. The opening message that everyone will hate There are still some minor bugs to fix in the power plant UIs, but everything is working as it should, except for the company names, which will be changed from AMPS. However, the companies featured on NEON will be the subject of a future development diary. CLASSIFICATION OF POWER PLANTS NEON and AMPS also have a mega UI where you can see all the necessary information about your electrical network and also the classification of power plants because in NEON and AMPS power plants are classified in this way Intermittent (Intermittent sources depend on variable natural conditions) Solar Wind Tidal SPECIAL Base (base sources provide continuous and stable power) Coal Fusion Fission Biomass Waste to Energy Geothermal Hydroelectric SPECIAL Peak (peak sources respond quickly to sudden demand surges) Oil Gas Microwave SPECIAL All this information and further details are available in the following UI and will be available in buildings designated as energy offices. SPECIAL SPECIAL power plants are special power plants that are true landmarks. They can only be built once because they are OP (overpowered) and are based on futuristic or emerging technologies. SPECIAL power plants will not be included in NEON at the beginning because there is a lot of work to be done and many aspects of the Reward system need to be improved in order to encourage players to make certain choices during the development of the city. However, there are some strange futuristic power plants on STEX, and perhaps we can even imagine some concept art of these special power plants to be implemented in the future. Concept Art of Plasma Pulse Turbine Power Plant. A SPECIAL Peak power plant. Doesn't it remind us of some UTOPIA mod? CAM CASINO During the AMPS reverse engineering work, I have discovered some interesting modding procedures that will be immediately implemented in the CAM Casino expansion. This update is minor, but casinos will be classified into two categories. Casino: The classic casino where you can build multiple times in the city Landmark Casino: Casino, which is a true marvel that you can only build once in a city. This will prevent abuse of certain casinos such as Stardust Casino, as they are OP because they represent a landmark on your Strip. Apart from this minor update, there are no new issues because the LEX mods are still missing. BUGFIXES Currently, only minor bug fixes will be implemented, and an investigation is underway into a possible bug in the Fire Department Landing Strip that may cause CTD. If you encounter any bugs, please do not hesitate to post in the appropriate threads. This concludes this highly anticipated development diary. We'll see you in the next development diary, which we hope to release in time for the NEON public beta.
  45. 1 point
    Yes, very nice city !! That beach is huuuuuge, I bet you have a lot of tourists there.
  46. 1 point
    Very nice city tile, with lots of details. Very nice set-up. Thanks for sharing these images! Great stuff!
  47. 1 point
    Different version and creator. Beppe made one, but that's different from the version that Kei made. Beppe's version is available on STEX.
  48. 1 point
    I'll pass this over to Tibi as he's our expert on all things file related. Very few peeps follow files and if they are old ones even the creator may be long gone. I'm thinking they might get lost or overlooked that way. I know for myself the only time I see file comments is when it's a new member and we staff get a beep that it needs approved.
  49. 1 point
    With this in mind, have you considered using the hidden zoning to create them? Then there would be no need to plop all those parks nor would they need bulldozed for later expansion/growth. Let's start with Agricultural just cause it's a little different. Select Ag zoning, hold down the Control key while clicking and holding in the center of the street (or road). Next drag all along the street and then up 3 cells from it. Once you see a floating cost you know it's good to go. Release the mouse. Here you can see the dirt adjacent to the street from completing the above. On the next one it's the very same steps, but using low density residential zoning and only needing to drag away from the street by one cell. This'll be the one that would create the same type of sidewalks as plopping the open grass area adjacent. And this pic shows the results from various zone types: When using this method, the type of zoning will be listed if you query the adjacent terrain, but nothing will ever grow. This gives you the sidewalks as well as allowing electricity to flow thru it so it's also a neat little technique for carrying power to a rural town without needing power lines or its own power plant. If you like, this would work well in combination with the terrain mod attached above I created for you to have near park like coloring and there wouldn't be the discrepancy of the plopped park grass not perfectly blending in with the terrain.
  50. 1 point

    Version 1.0

    16,592 Downloads

    - This is a GROWABLE high tech industry lot, so don't expect it to appear in your menus The pharmaceutic branch of the corporation was the first ones to be created, even if even now it doesn't have a very important impact on the sector, In spite of the relatively low power of the branch, it has plants all around the country whenever high education is ehough to provide approppriate jobs. This plant manufactures generic meds and ships them all around the region. Based off a real plant in spain. Stats Size: 6x4 IHT Jobs: 400 (600 in real life) Flammability: 120 Air Pollution: 0 Water Pollution: 0 Garbage: 5 Power Consumed: 30 Water Consumed: 40 *this model is nightlighted -NO DEPENDENCIES-
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