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Everything posted by T Wrecks
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Version 1.1
43,763 Downloads
INDUSTRIAL REVOLUTION MOD (IRM) Base Pack - Maxis Lots 1 - INTRODUCTION/OVERVIEW What is this mod? The Industrial Revolution Mod (IRM in short) is designed to make playing with industrial lots much more enjoyable. It addresses some of the most annoying shortcomings of Maxis' industrial lots: The lots themselves look boring and repetitive The resulting industrial areas look cluttered and unrealistic Everything mixes wildly - modern and old, high-tech and heavy industry There is no real control - a dirty industry lot might grow right in the middle of a high-tech area and cause the high-tech facilities to dilapidate with its pollution If at least one of these points has always bothered you, then this mod might be something for you. What does this mod offer me? Imagine building a city where... ...industrial areas actually look interesting and vivid ...you can zone for areas filled with old brick factories and smokestacks - or clean, modern facilities ...industry is no longer a necessary evil, but becomes an integral part of your city and adds to its flair Does this sound like a deal? If so, then read on! And make sure you READ THOROUGHLY, because this mod is not recommended for beginners. It is important that you know what you do. There is more in the works, and this is not a mod where you can click "install" and "continue" a few times, and you're set. You should be clear about the way plugins work, and you should feel comfortable with manual file handling. You should know your way around your plugins folder and be able to find things you are looking for. How does the mod work? How does it achieve the changes mentioned above? APPEARANCE The altered appearance of all in-game industry is achieved by a simple remake of all roughly 250 Maxis lots, which have been completely overhauled and spiced up with custom textures, props, and lighting. These new lots will override their Maxis counterparts and make your industrial zones much more interesting to look at! GAMEPLAY Better control and a clear separation between "dirty" and "clean" industry becomes possible through a new zoning logic. Originally, medium-density industrial zones were intended for smaller industrial buildings, whereas high-density zones used to be reserved for bigger facilities. The downside to this was that all types of industry could grow wildly mixed. As a consequence, industrial areas often looked cluttered, and it was nearly impossible to keep "dirty" and "clean" industries from interfering with each other. With this mod in place, the cheaper medium-density zones will be used for I-D (Dirty Industry), which will help you when starting a city. Finally, you will be able to grow large facilities and employ many Sims in your starter towns with low education level without having to fork out precious funds for those expensive dense industrial zones. In contrast, I-HT (High-Tech Industry) will only be able to grow on dense industrial zones. This is in line with the way the game progresses: The better your Sims are educated, the further your city has progressed. Later in game, when your Sims are smart enough to work in I-HT jobs, you will probably have made enough money to afford the more expensive dense industrial zones. And isn't it only logical that laying out plots of land for those picky, demanding high-tech facilities will cost you more than reserving some land for a primitive old factory that will pollute its surroundings anyway? Now what about the third category, I-M (Manufacturing Industry)? There is no free zone type left, so it was not possible to assign I-M to its own zone. This is not really problematic, though, because Manufacturing Industry has a big advantage: On the one hand, it is robust and forgiving enough to grow next to Dirty Industry without dilapidating or getting abandoned. On the other hand, I-M buildings themselves do not pollute their surroundings too heavily, allowing High-Tech Industry to grow right next door without serious problems. So in short, I-M mixes well with both other types of industry. This is why it is distributed over the different zones according to its looks: Old-fashioned I-M brick factories will be restricted to medium density, where they will mix well with any I-D buildings. Modern-looking I-M facilities will be restricted to high density and will integrate seamlessly into any high-tech area. Generic, nondescript structures will be able to grow on zones of both densities. 2 - THE TECH STUFF What does the download contain? This package contains a set of 250 lots and one invisible dummy building that I used for some lots where I split building families. (If the last part of the foregoing sentence doesn't make sense to you, don't worry: simply keep that dummy model file, and everything will be fine.) Can I simply add this mod to a pre-existing city/region? Yes and no. It is possible with some drawbacks, but it is not recommended. The reason for this is that I changed lot sizes.When you add this mod "on the fly" (i.e., when you already have industrial areas), the lots will suddenly extend over adjacent tiles (transport networks, empty terrain, other lots), and the industrial area will look all chaotic and garbled. You will have to bulldoze it and rebuild it anyway. After bulldozing, some tiles will refuse to disappear. You can simply zone over these tiles and de-zone again, this will make them disappear. If you do add this mod and intend to continue playing with your existing industrial areas, I strongly recommend backing up your region before. How to install this mod? Simply unzip the IRM folder and copy it into your plugins folder (or into a sub-folder of your plugins folder). I recommend keeping the folder structure inside the IRM folder. What if I want to de-install this mod? It's pretty much the same as with any other download: Delete all lots pertaining to this mod (in this case, all industrial lots that are based on Maxis buildings!) Save all the cities and exit the game when you're done bulldozing Remove the IRM folder from your plugins Hint: Just to be sure, I recommend moving the IRM folder somewhere else and doing some checks before you delete it permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. Is this mod compatible with the Industrial Jobs Quadrupler by Toroca? Absolutely. I would even recommend using the quadrupler because I enlarged most of the lots to make them look more realistic. Hence, industry will consume a bit more space than it used to. Considering that Maxis gave industrial facilities few jobs to begin with, the Industry Quadrupler is a good compensation. It will allow you to sustain your population without covering endless areas in industry, even with the larger lots. Is this mod compatible with the Colossus Addon Mod (CAM)? No. The CAM contains copies of all Maxis lots that have been assigned to different stages and given a different IID. That's why the IRM lots cannot override the CAM lots. 3 - DEPENDENCIES ...don't we all love them? Of course, it would have been impossible to re-design all these lots so radically without custom props and textures - loads of them, in fact. I still tried to keep dependencies at a reasonable level and use packages that are rather commonplace for any custom content user, especially for players with an interest in industry. Remember that the following dependencies were used for 250 lots (and will stay the same for upcoming stuff!). I have seen single lots with more dependencies, just saying... PROPS BSC Mega Props Jestarr Vol.01 - an old classic; most of you will have this one. BSC Mega Props Jestarr Vol.02 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.03 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.05 - industrial fans will probably have this. BSC Mega Props Jestarr Vol.08 - industrial fans will probably have this. BSC Mega Props SimGoober Vol.01 - the #1 most downloaded prop pack! BSC Mega Props Gascooker Vol.01 - yet another old classic. BSC Mega Props DAE Vol.01 - yet another old classic. BSC Mega Props CP Vol.01 - Cycledogg's first pack, also a classic. TEXTURES BSC Mega Textures Vol.01 - the most widely spread texture pack of them all. BSC Mega Textures Vol.02 - not too exotic, eh? BSC Mega Textures Vol.03 - another rather common one. Rail Yard and Spur Textures Mega-Pak 1 Version 1.02 - ncd's superb textures - especially the rail nuts among you will have this. OPTIONAL I added lamps with custom light cones that will improve the lighting of the lots at night. The lots will look perfectly ok without these light cones, but if you want them, you will have to download this pack: PEG MTP Super Pack 4 - FINAL WORDS I've been working on this mod and off with long breaks, motivation was a serious issue. Making a lot is nice. Making two lots is okay. Making 250 lots is a serious pain in lower body regions; it's not even funny. In total, it took me nearly two years to piece all this together, test it, write the documentation, make screenshots, and all that. For the most part, it was by far more boring and painful grunt work than a pleasant creative task. So much time has passed that by now I'm already dissatisfied with several of the lots. It's about time I released this so I have it off my plate. I'm exhausted, fed up with it, glad it's done with. I hope you guys will like it although it's far from perfect. At least I hope it will be an improvement over the Maxis lots. I have some more nearly finished stuff in store that will be released soon, most notably two IRM addon packs with another ~80 lots in total, plus some filler sets further down the road. These should enable you to take even more control over your industrial areas and make halfways realistic-looking facilities. So make sure you watch the STEX! The next logical step would be to re-lot some popular industrial BATs for seamless integration into this mod, but we'll see how that goes. I would like to thank all the fine people who made the tools, the props, and the textures that I used, as well as the entire SC4 crowd for keeping this game alive, and for having me around. Should you want to share and/or modify this, be my guest - just try not to be a jerk and give credit where credit is due. In case of doubt, just drop me a line via PM here on Simtropolis. Finally, for those annoying people who keep saying things like "Duh, the Lot Editor simply won't cut it these days, you need to make your own BAT" in STEX comments, I have a little dedication, too. T Wrecks, December 2, 2012 -
Version 1.0.0
1,138 Downloads
INDUSTRIAL REVOLUTION MOD SFBT Maschinenbau by MatheMan (SFBT) 1 - INTRODUCTION/OVERVIEW Let's continue with the second upload in one day to get things rolling again, shall we? The second upload in this series is SFBT Maschinenbau by SFBT team member MatheMan, which will appear in game as "Maschinenbau Klemmt & Söhne" for users with the German locale and as "K&S Machine Construction" for all other locales. It's a rather interesting and unusual building with its concrete ribs and the raised office section above the entrance. By the way, the original name translates literally as something like "stuck & sons". I decided to make the wider, more spacious lot a bit more secluded by lining both sides with fences and leaving only the rear side open. The narrow lot is open towards the sides and comes without parking lots on its own (except for a few spaces in the rear), but with a pretty fancy entrance. Gotta impress those Chinese investors, after all! Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 30 I-M jobs, the quadrupler version 120 I-M jobs. The following lots are included in this download: 3x6, Stage 2 4x5, Stage 2 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. SFBT Maschinenbau Klemmt & Söhne - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for this BAT go to MatheMan and the SFBT team. T Wrecks, August 28, 2019- 5 Comments
- 4 Reviews
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- 8
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- irm
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Version 1.1
12,084 Downloads
HKABT Sceneway Garden BATs by Bixel New lot package by T Wrecks For a first impression, see some better pics: Pic 1 - overall view of lots 1&2 Pic 2 - detail view of the back Pic 3 - detail view of the front Pic 4 - another angle This download contains a host of new lots for Bixel's previously released Sceneway Garden tower complex. Three lot series are included to suit different playing styles and to make the recreation of such an enormous complex (and even bigger ones!) possible without using the CAM! 1) A revamp of the original landmark lots for eyecandy ploppers, 2) An all-new, simple growable lot series for the down-to-earth player who prefers a streamlined plugins folder, and 3) An all-new deluxe growable series of no less than 10(!) lots to unleash the full HK madness upon your cities. Read on to find out which one you prefer - or maybe you just use all of them? Please note that you will need the .sc4model files from Bixel's original upload, or you will see brown boxes! 1) The landmark lots revisited This series comprises 4 lots. They maintain the true-to life tower orientation of the original upload, but the ground has been made all new from scratch. You will now find an intricately shaped, lively and colourful plaza that connects the towers. A zoning plan for correct layout is provided. The values have been adjusted as well, and all four icons have been remade. Lots 1 & 2 have a LM effect of +40 over 20 tiles and an equally strong park effect. Lot 3 has a LM and park effect of +50 over 20 tiles each. Lot 4 has a LM and park effect of +40 over 15 tiles. You will find all icons grouped conveniently together in your landmarks menu. The plop cost ranges from 80,000 to 100,000. Dependencies for this version: BSC MEGA Props by SimGoober BSC MEGA Props Misc BSC MEGA Textures Pack HKABT_Sceneway_ABC_as_Props.dat (included) 2) The simple growable lots This series consists of 3 lots. Each lot features a single tower on it, which will grow just like any other residential structure. The three versions are for the three slightly different tower models: Lot A for Tower A, Lot B for Tower B and Lot C... you guess. All lots feature some diagonal textures and lampposts with integrated light cones. The only difference is that at night different windows are lit. This was made to avoid obvious repetition on the original, multi-tower lot. For these growable lots, it's not strictly necessary, hence you can also choose to keep just one lot. This will be easiest on your plugins folder. Some key stats for these growables: Lot size / zone: 3x3, dense residential Growth stage: 8 Tileset: Euro Occupants: 2,920 R§ The other stats are in line with in-game buildings... you should know me by now. Dependencies for this version: SFBT Essentials 3) The deluxe growable lots These lots have b -
Version 2.0
23,518 Downloads
Prop Names and Query Fix 1) WHAT IS THIS? WHY SHOULD I USE IT? Has it ever bothered you that when using custom lots composed of Maxis building props, they were not really treated like an actual BAT, but displayed the prop hover query instead, and always appeared under their original name instead of taking over the name of the custom lot? Then this download might be interesting for you. 2) WELL, WHAT EXACTLY DOES IT DO? If you are not sure what I mean, check the provided screenshots. The left one shows the situation "as is". (I used Don Miguel's "The Barnacle Seafood Restaurant"). As you can see, the lighthouse behaves like an ordinary prop, and not like a part of the restaurant building as it's supposed to do. You only see that little bubble instead of a building hover query, and you can read its original designation ("Leuchtturm" is German for "lighthouse") rather than the name of the building it belongs to. In some cases, the prop in question will not even react properly to your mouse cursor. It will not light up and display a hover query at all. Instead, even when you have your mouse cursor positioned right over it, the mouse cursor will actually highlight whatever lies behind the building. This little fix will make all props of Maxis buildings... - react properly to the mouse cursor - display the hover query of the building it belongs to - adopt the name that was assigned to the newly assembled building In short, all the Maxis building props will behave virtually identical to any BAT or original building! 3) YEAH, BUT WHAT ABOUT THE OFFICIAL "BUILDINGS AS PROPS"? WILL I STILL NEED THEM? This fix can actually be used as a replacement of the following files (i.e. you no longer need them**): bldgprop_vol1.dat (sometimes called "SimCity Buildings as Props.dat" or similar) bldgprop_vol2.dat (sometimes called "Rush Hour Buildings as Props.dat" or similar) Plugin_landmarks_and_other_missing_Props.dat (an assortment of building props Maxis had forgotten, found here) Maxis DLC Props.dat ** Bear in mind you still need to keep the Maxis DLC Props.dat (from the Maxis Buildings As Props and DLC Props v2.1 upload) as that is a relatively new 3rd party creation and isn't covered by this upload. This version is identical to the Maxis Buildings As Props and DLC Props version found on SC4E. 4) HOW TO INSTALL Simply unzip the file contained in this archive ("All Maxis building props with proper names.dat") into your plugins folder. Afterwards, you can move the files mentioned under 3) to a backup folder where you store SimCity stuff (I generally don't recommend deleting anything too hastily). If you feel insecure and don't want to delete the files mentioned above, there is an easy alternative: Simply make sure that this download is loaded AFTER the original files. The original files should then be superseded by this download. You can ensure this by placing this download in a sub-folder that begins with a few z's (e.g. "zzz_Prop Query & Name Fix"). 5) CREDITS The two official "Buildings as props" files are from Maxis. The file "Plugin_landmarks_and_other_missing_Props.dat" was made by ralphaelninja. The tool I used was made by iLive - I cannot thank him enough for the possibilities he gave the community. Please thank these guys, as my contribution to this download was simple minion work. I was lucky enough to be standing on the shoulder of giants. All I did was add the required properties to make things work like I had in mind - a very simple trick, repeated a few hundred times. 6) POSSIBLE COPYRIGHT/IP RIGHTS ISSUES Should you be concerned that this download might violate any rights held by Maxis, rest assured that I checked with dirk prior to uploading, and obtained his official permission to upload this file. Let me use this occasion to thank dirk for his prompt reply and his kind consideration! 14.08.2025 - updated by Ulisse Wolf (see changelog)- 35 Comments
- 84 Reviews
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- 42
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Version 1.0.0
1,284 Downloads
Gardena Garden Tools by Tag_One 1 - INTRODUCTION/OVERVIEW Now here's a rather colourful one: The 10th upload in this series is Gardena Garden Tools by Tag_One. While the building features a totally unremarkable shoebox shape, it's the colour scheme that makes this one somewhat special. The yellow entrance door and loading doors and particularly the colourful stripes in the corner make it stand out from more generic industrial buildings. This IRM version contains two lots, a larger and rather detailed one with a driveway all around the building, employee parking and an outdoor storage area as well as smaller lot that's rather plain jane, but does feature a little artificial pond next to the entrance to hint at the purpose of the tools produced here: gardening. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 65 I-M jobs, the quadrupler version 260 I-M jobs. The following lots are included in this download: 5x5, Stage 2 6x6, Stage 2 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. Gardena Garden Tools (v1.0) - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for this BAT go to Tag_One. T Wrecks, September 1, 2019- 8 Comments
- 4 Reviews
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- 12
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Version 1.0.0
1,565 Downloads
INDUSTRIAL REVOLUTION MOD Pepsi Bottling Plant by SimGoober 1 - INTRODUCTION/OVERVIEW I thought I'd pick something a bit different and go from relatively small buildings to this whopper. The third upload in this series is the big, bad Pepsi Bottling Plant by SimGoober. This really massive structure made me think it would be a good idea to move beyond the default maximum lot size of 6x6 because you could barely squeeze the building into such a lot, and there wouldn't be much room left for variation. Extending the lot by another 2 tiles in different directions enabled me to give the building some breathing room (which I feel it needs) and create two rather different lots. Lotting this one was massive fun because somehow the textures and the building outline went together really well, and I like the result if I may say so myself. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 85 I-M jobs, the quadrupler version 340 I-M jobs. The following lots are included in this download: 6x8, Stage 3 8x6, Stage 3 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. Pepsi Bottling Comp. - you'll also need the original upload of the BAT to see the building(s). Only the file "SG_PepsiPlant.dat" is required. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for this BAT go to the amazing SimGoober, who has BATted everything but the kitchen sink apparently - and I wouldn't even place a bet that he hasn't BATted that, too. T Wrecks, August 28, 2019- 1 Comment
- 2 Reviews
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- 8
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- irm
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Tagged with:
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Version 1.0
8,613 Downloads
INDUSTRIAL REVOLUTION MOD I-M Filler Set 1 1 - INTRODUCTION/OVERVIEW This is a set of 12 ploppable filler lots for manufacturing industry (I-M) that can be used to complement grown industrial areas with some open yards, walls, and several types of cargo stacked outside. The set has been made for the IRM and, as such, blends in well with I-M areas because it uses the same base texture, and the rather neutrally designed walls are a good compromise between old and modern, which will make them look good in connection with any I-M facilities. You will find these lots in the landmark menu, conveniently grouped together right under the I-D fillers. Names and descriptions are bilingual once again, i.e. if your SimCity installation has a German locale, you will automatically see German names and descriptions. All other locales will display English names and descriptions. The lots with stacked cargo on them will be restricted to relatively level ground - after all, you wouldn't stack containers or pallets of cargo on an incline! The open areas and walls, however, are highly slope-tolerant, which makes them extremely versatile fillers. Check the existing I-D filler set for more details. Most props have been highly randomised. In some cases there is not only a random selection of the particular prop to appear, but also a certain probability wheter any prop will appear at all - or not. This has been made to maximise variation and visual interest. When you have these lots on your mouse cursor, you will notice orange-coloured bars being displayed on them. These are positioning indicators that show the position and alignment of the most important props before you plop so there is no trial and error involved. Play around with it a bit, and I'm sure you'll find it to be self-explanatory. After plopping a lot, the positioning indicators will appear once for a second or so, and then disappear forever. In terms of game stats, these lots are almost neutral. They do not contain any park/landmark effect, cause a negligible amount of pollution, and cost §6 to plop/bulldoze each. There are no running costs whatsoever, so plopping a lot of these will not harm your budget even in the tiniest starter town. INSTALLATION: I recommend extracting the ZIP file into your main IRM folder (...\Plugins\IRM\). After installation, a new folder called "I-M Filler Set 1" should have appeared, which contains the 12 lot files you will need in order to use this set. However, there is no technical necessity to use this folder; any place inside your plugins will work. 2 - THE TECH STUFF Not much this time, since these are pretty plain eye-candy lots. As mentioned above, use with the IRM is recommended and will yield best visual results, but there is no technical interdependency. 3 - DEPENDENCIES If you already have the I-D filler set, you have all you need. If you use these lots as an extenstion of the IRM, there will only be one additional dependency: SFBT Essentials - for the diagonal overlay and those nifty positioning indicators. This pack will be used on upcoming filler sets as well. If you use these lots as a standalone set, you will also have to download the following dependencies: BSC Mega Props Jestarr Vol.01 - for most of the cargo props and some ancillary objects BSC Mega Props Jestarr Vol.02 - some less important props BSC Mega Props Gascooker Vol.01 - for the containers and a dumpster model I used. 4 - FINAL WORDS Two down, one to go! A similar filler set for high-tech industry is in the making. This one will not feature old-fashioned brick walls, but modern security fences. T Wrecks, Dec 17, 2012- 16 Comments
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Version 1.0.1
21,121 Downloads
MAXIS TREE HD REPLACEMENT MOD 1 - INTRODUCTION/OVERVIEW Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare. I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart: similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more! This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do: -------------------- THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following: It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________ BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time. This is what the bonus pack included in this upload will do: When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________ BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections. This is what the bonus pack will do: All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________ Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here. 2 - USE 2.1 - BASE PACK 2.1.1 - Installation Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself). By default, you will also get the file Maxis Tree HD Replacement_PalmsToCypresses.dat. This file is the one that will override palm trees with cypresses. If you want to see palm trees, simply remove that file. As with the other files, you can also copy it out of and back into your plugins folder as you like, switching back and forth between palms and cypresses. 2.1.2 - Deinstallation Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything. 2.2 - BONUS PACK 1 (for SFBT Street Tree Mod) 2.2.1 - Installation First of all, you need to have the SFBT Street Tree Mod installed (see "Dependencies" section for link). Then, I suggest you locate the tree props folder of that mod (by default \SFBT\Street Tree Mod\Tree Props). This folder will contain .dat files for all the tree types that you select while installing the SFBT Street Tree Mod. Simply delete the following files from that folder if present: SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder: Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there. 2.2.2 - Deinstallation Simply remove the file again, and replace it with any tree packs for the SFBT Street Tree Mod that you want to use instead. If you delete the files from this download and fail to replace them with any of the original files again, no trees will show at all. For deinstallation of the entire SFBT Street Tree mod, see the documentation included in that download. 2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod) 2.3.1 - Installation Place the included file anywhere in your plugins folder where it will load AFTER the original file. By default, the original file zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat should be in a sub-folder named \Sithlrd98 WideRadius Curves T-21 Mod\. If you place the file from this bonus pack, zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat, in the same sub-folder or in any folder that loads afterwards, the trees will change to the HD replacements. 2.3.2 - Deinstallation Simply delete the file zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat from this download again. It will no longer override the original trees, and these should revert to default Maxis trees again. Once again, there's no need to bulldoze anything. 3 - DEPENDENCIES 3.1 - BASIC DEPENDENCIES (required in any case) Obviously, this mod relies on the tree models made by girafe and Orange_o_. In total, Maxis uses 42 tree props plus 8 flora objects that rely on 15 different individual models. The following packs were required to replace them all: BSC - VIP girafe ashes (v. 1.0) by girafe BSC - VIP girafe beeches (v. 1.0) by girafe BSC - VIP girafe Canary date palms (v. 1.0) by girafe BSC - VIP girafe cypresses (v. 1.0) by girafe BSC - VIP girafe lindens (v. 1.0) by girafe BSC - VIP girafe rowan trees (v. 1.0) by girafe VIP orange fagus seasonal flora (v. 1.0) by Orange_o_ 3.2 - DEPENDENCIES FOR BONUS PACK 1 - required for use with the SFBT Street Tree Mod SFBT Street Tree Mod (v. 1.0) by Andreas 3.3 - DEPENDENCIES FOR BONUS PACK 2 - required for use with Sithlrd98's T21 mod WideRadius Curves T21 Mod 1 - this makes trees and streetlights appear; it is the actual mod. If you want to see sidewalk along these smooth curves, you have the following options (only one is required): White Maxis pavement: Sithlrd98 AvenueCurves White Sidewalk Redone (avenue curves) Sithlrd98 Road Curves White v2 (road curves / FA road sections) Brown sandstone pavement (matching the SMP Sidewalk Reaplcement MOD 1): Sithlrd98 AvenueCurves Sandstone Sidewalk (avenue curves) Sithlrd98 Road Curves Sandstone v2 (road curves / FA road sections) SAP Euro Asphalt (matching the Euro asphalt sidewalk mod by SAP23): Sithlrd98 Avenue Cuves SAP Euro Asphalt Sidewalk texture (avenue curves) Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim): Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves) Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij): Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture 1 (avenue as well as road curves / FA road sections) NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips! 4 - FINAL WORDS I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload: Maxis gave us the game we all love, and tools like the Lot Editor and the BAT, Sites like Simtropolis and their respective admin teams give us the place to come together and share, People like CowKilla and SimFox have been instrumental in making the use of 3dsmax viable for BAT, BAT artists like Girafe and Orange_o_ used this to great effect to model the wonderful trees I have been using, iLive and cogeo provided the additional tools that I have used to get these models to do what I had in mind, People like Andreas Roth and Equinox helped me take the first steps in those tools, getting me on the road to where I am now, rsc204 (a.k.a. MGB) taught me a method of making resizing overrides for existing props that I used to tweak the dimensions of some props, Due to all this, I merely had to put these foundations to good use and contribute my little part. So at a first glance, one might say this is "my mod". But it really is 95% community effort, made possible by a community whose spirit has always been characterised by non-profit sharing. It is a pleasure to be part of such a community, and here's to hoping that it will remain strong for years to come. That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome! T Wrecks, August 8, 2017 _________________________ NOTE FOR DOWNLOADERS WHO USE THE CASCADIA TREE CONTROLLER: @PaulSawyer kindly reported that he had problems with Maxis palms on roadsides not being replaced as they should by this mod. Apparently this problem could be fixed by changing the loading order. So if you use both the Cascadia Tree Controller and this Maxis HD Tree Replacement Mod and run into the same problem, try changing the order in which both mods load. If you don't know in which order the game loads plugins and/or need help changing the load order, you will find information on that with a little forum search. If you don't find anything, don't hesitate to ask on the forums or send a PM my way. -
Version 1.0
2,114 Downloads
INDUSTRIAL REVOLUTION MOD Linda Swampy Medical Centre by kellydale2003 1 - INTRODUCTION/OVERVIEW Time for something completely different - different style, different size, different author! The 17th upload in this series, Linda Swampy Medical Centre by kellydale2003, was released as both a hospital and a high-tech industry building. I kept the high-tech version and simply complemented it with two lots in the familiar IRM style - which was not easy to do because of a problem with the LOD that prevented me from placing any taller props next to the building's exterior walls. This is why both lots look rather simple and flat. Not much else to tell this time, other than this is a 3dsmax building that can be downloaded in both DarkNite and Maxis night, but due to technical reasons will not be compatible with the gradual day/night cycle. Instead, it will switch from the day model to the night model - and back - instantaneously, as practically all 3dsmax BATs do. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 150 I-HT jobs, the quadrupler version 600 I-HT jobs. The following lots are included in this download: 5x6, Stage 3 6x5, Stage 3 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: NO Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. Linda Swampy Medical Centre - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. Make sure you download the correct night version, DarkNite or Maxis night! NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for the BAT go to kellydale2003 - accompanied by the wish to see you on the forums again, man! We miss you. T Wrecks, December 23, 2017 -
Version 1.0
860 Downloads
INDUSTRIAL REVOLUTION MOD SFBT H2O Chemistry by Mathe Man 1 - INTRODUCTION/OVERVIEW It took me a while until I found the time and energy to resume uploading, but here we go with more IRM stuff. I'm still doing high-tech industry, and from there will work my way "down the ranks", through modern manufacturing and generic manufacturing back to brick factories with old-style manufacturing and, finally, dirty industry. The second upload in this series is another small and rather old BAT, but yet again quite unique: SFBT's H2O Chemistry modeled by Mathe Man. You might already have noticed that the building resembles the model of a water (H2O) molecule in shape and colour. If you look closely, there's even a little corporate sculpture in the same shape in front of the main entrance. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 24 I-HT jobs, the quadrupler version 96 I-HT jobs. The following lots are included in this download: 3x3, Stage 1 4x3, Stage 1 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. SFBT H2O Chemie von Mathe Man - you'll also need the original upload of the BAT to see the building(s). The following files are required: - OM_H2OChemie-0x5ad0e817_0x7260ee3a_0x31000.SC4Model (that's the main building) - OM_H2OChemieLogo-0x5ad0e817_0x5289aa3d_0x30000.SC4Model (that's the model for the little sculpture) - OM_H2OChemieLogo-0x6534284a-0xed2eee45-0x0eec2d83.SC4Desc (that's the descriptor for the little sculpture) Any .sc4lot files can be removed. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Once again, credits for this BAT go to SFBT team member Mathe Man. T Wrecks, July 14, 2017 -
Version 1.0
856 Downloads
INDUSTRIAL REVOLUTION MOD - WALL-TO-WALL INDUSTRY SG Industry Pack 02 by Simgoober 1 - INTRODUCTION/OVERVIEW This is the fifth upload in the third (and probably final) series of IRM W2W lots based on BAT models made by other artists, this time a mix of dirty and manufacturing industry. This time it's an entire BAT package rather than a single building - SG Industry Pack 02 by Simgoober. The job breakdown for the buildings included in this package is as follows: Eagle Electrical: 80 I-M jobs Franklin Furs: 108 I-M jobs Goober's Go Go Golfcarts: 80 I-M jobs Hamilton Hose: 92 I-M jobs Since these BATs are pretty small, they probably look best in low-rise W2W environments. A variety of lots is included, here's the list: Eagle Electrical: 2x2 left corner, Stage 1 2x2 right corner, Stage 1 Franklin Furs: 3x2 left corner, Stage 1 3x2 right corner, Stage 1 Goober's Go Go Golfcarts: 3x3 left corner, Stage 1 3x3 right corner, Stage 1 3x3 straight, Stage 1 (2 versions) Hamilton Hose: 2x2 left corner, Stage 1 2x2 right corner, Stage 1 In keeping with the other IRM stuff, the job numbers are intended to be in line with Maxis stuff if you use Toroca's Industrial Jobs Quadrupler. Since you cannot zone large coherent areas with W2W industrial and the lots can be complemented with fillers, the resulting job density will, in fact, be not that excessive. For the same reason, growth stages for IRM W2W are generally kept low. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM W2W Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM W2W Base Pack Since this is an extension to the IRM, all the dependencies of the original IRM base pack still apply. In addition to this, you'll need the original upload of the BAT to see the building: SG Industry Pack 02. Only the following files are required: SG_EagleElectrical.dat SG_FranklinFurs.dat SG_GoobersGoGoGolfCarts.dat SG_HamiltonHose.dat If you want to have the option of blocking the enclosed lots from growing temporarily, for example when you want to go back to regular (i.e., non-W2W) IRM industry for a while, you can use the IRM W2W Expansion Blocker v 3.0 (or higher) from November 22, 2016 (or later). RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers 4 - FINAL WORDS Credits to Simgoober for this BAT package! T Wrecks, December 18, 2016 Staff edit: Dependency link corrected to proper file. Thanks @nos.17 -
Version 1.1
25,211 Downloads
The Hong Kong / Asia BAT Team presents HK Estate Pack 1 - Additional Medium-Wealth (R$$) Lots BATs created by bixel R$$ modding, lot design & readme by T Wrecks Check out the Hong Kong /Asia BAT Team thread at Simtropolis Introduction / Overview This is a pack of additional medium-wealth lots for the already released HK Estate Pack 1 by bixel (BATs) and HONG KONG (original R$ lots & modding). HONG KONG did a terrific job on the R$ lots, and I am probably the one who is happiest about the fact that he decided to go among the lot makers and help getting all these beautifuls BATs onto the STEX with lots that are worthy of them. Since I consider R$$ population to be the most important one in any bigger city, however, I am always keen on seeing more R$$ highrises, and I thought that these HK residential towers would also look good as medium-wealth residential (R$$). That's why I took matters into my hands and made an additional series of lots for these great BATs. Similar to the original pack, I made several 4x4 lots with one tower sitting on them and also some 7x5 lots with two towers each. The towers exist in two different versions, either in an orthogonal position (parallel to the grid lines) or in a diagonal position (angled 45° against the grid). [sorry, the readme got badly damaged during the move from Simtropolis 5.0 to Simtropolis 6.0. However, a full description is included in the download.] DEPENDENCIES: You will need Bixel's original BATs, or you will see brown boxes. These BATs are found in the Mega Packs on the LEX where you will need to be signed in to download. HKABT bixel Mega Pack Vol04 HKABT bixel Mega Pack Vol07 HKABT bixel Mega Pack Vol10 You will also need BSC Textures MEGA Pack Vol.01 Mod Note: Dependencie links have been updated. Thanks to @nos.17 for reporting. -CaptCity -
Version 1.0
7,932 Downloads
This second set of low-wealth MEGA lots continues the tradition of the first one: Oversized lots with a homogeneous look and few dependencies. It adds more lots with medium to relatively high capacities, i.e. it bridges the gap between individual medium-capacity buildings and the huge MEGA lots from the first pack. The buildings range from low apartment blocks to mid-rise structures, and the occupant numbers from 720 to 3,360. In total, you will find... In order to avoid brown boxes, you need these original buildings. You can even keep the original lots that came with them, but that's optional. What you really need is the .sc4model file that's included in each download. Please pay attention with 6459978's Stephen Drive: There are two building models included, and you will need both. Besides, you will need the garage block by garyreggae that I used on most of the lots. EDIT July 19, 2013: OK, everybody - various Simtropolis upgrades have cut off the description, and some of the dependencies are no longer on the STEX - for example, garyreggae's garage block and 6459978's New College Apartments. These are updated below. Sorry about the inconvenience. ________________________ EDIT May 2, 2016: Updated dependency list - you will need all the .sc4model files from the following uploads to avoid brown boxes: Newbury Apartments BSC Stephen Drive New College Apartments including garyreggae's garage block Crumby Arms reloaded The lots should really be OK technically; if you have trouble growing some of them, maybe try reducing the number of 'competing' lots. Staff Edit: Dependency links checked and corrected. Thanks to @Kloudkicker for reporting. Also minor text edit. -
Version 1.0
10,233 Downloads
Caribou Elevated Rail Station BAT and original lots & modding by caribou Re-modding, new lot design, readme & custom menu icon by T Wrecks Introduction / Overview This download contains a new lot for an elevated rail station BATed by Japanese BATter caribou. It has a capacity of 3,000 and is a combined EL-rail and bus station. I merely modified and re-lotted the station to introduce some tweaks and additional features: The original lot had a road overlay texture placed under the open underpass, but it was without function. I wanted to make it functional, but transit-enabling one tile for two traffic types (EL-rail above, road below) is a pain and would have caused problems with automata. So I opted for making the building overhang the lot by 1 tile, just like morifari did with his modern EL-rail stations. Now you can place it partly over a street/road/one-way road - see screenshots. The Plugin Manager suggests horrible values; most civic buildings are set to 95 low-wealth and 5 medium-wealth civic jobs by default! This was the case with caribou's station, too. However, a Maxis EL-rail station provides no more than 2 low-wealth civic jobs. This is why I re-modded the station, and of course to tweak some other stats. Since it is possible to make this station bridge a road, and there are even some commuter shelters down there, I reckoned it would be cool to have this station act not only as a simple EL-rail station, but also as bus station! It can even convert EL to bus traffic directly, i.e. commuters can ride to the station by El-rail and continue their travel by bus without any additional bus station. Last but not least, a new custom menu icon & description and, of course, this concise readme have been added for your convenience. My special thanks goes to: Caribou for BATting such a nice station, Vester_DK for bringing it to my attention in the Massive Gigantic Japanese BAT Gallery thread, and Andreas Roth for helping me out with the transit properties. This item will appear in your "Misc. Transportation" menu right next to the Maxis EL-rail station. Dependencies You will need Caribou's original BAT, which you can find here. (click the download link under the screenshots) -Mod Edit (2017): Fixed page layout -Cori -Admin Edit (2022): Fixed dep linky -CoriBoom -
Version 1.0
719 Downloads
INDUSTRIAL REVOLUTION MOD SFBT High Enthalpy Wind Tunnel by Mathe Man 1 - INTRODUCTION/OVERVIEW After wall-to-wall (W2W) industry has been catered for, it's time to take care of regular industry. This time around, I'll begin with high-tech industry, and from there will work my way "down the ranks", through modern manufacturing and generic manufacturing back to brick factories with old-style manufacturing and, finally, dirty industry. With this series (it will be long!) I hope to bring some more variety to your industrial areas, and I hope I can also drag some old and not so common BATs back into the spotlight this way. For this first upload, I have picked a small and rather old BAT, but a pretty unique one: SFBT's High Enthalpy Wind Tunnel modeled by Mathe Man. Although small, I think the building is nice because you can get a glimpse of what's inside, and it's rather unusual in shape as well. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 20 I-HT jobs, the quadrupler version 80 I-HT jobs. The following lots are included in this download: 3x3, Stage 1 4x2, Stage 1 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: YES Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. SFBT Hochenthalpie-Windkanal von Mathe Man - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. Any .sc4desc and .sc4lot files can be removed. NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for this BAT goes to SFBT team member Mathe Man - thank him, not me! Oh, and you can expect many, many more uploads to come... T Wrecks, June 18, 2017 -
Version 1.0
855 Downloads
INDUSTRIAL REVOLUTION MOD Hammer Data Security by Jasoncw 1 - INTRODUCTION/OVERVIEW Before I move on to the next longer series, I'd like to release some more relatively modern BATs. The 19th upload in this series, Hammer Data Security by Jasoncw, is another somewhat cheap relot where I didn't have to do much because the building already fills the lot pretty much. I only made an additional lot featuring some access roads right and left as well as narrow tile sidewalks that complement the building's shape rather well if I may say so myself. The rest was the usual bit of shoving some hex figures around, editing files and the rest of the bore and snore fest that modding often is. Once again, this is a 3dsmax building that can be downloaded in both DarkNite and Maxis night, but due to technical reasons will not be compatible with the gradual day/night cycle. Instead, it will switch from the day model to the night model - and back - instantaneously, as practically all 3dsmax BATs do. Since all Maxis lots contained in the IRM Base Pack could optionally be used with toroca's Industrial Jobs Quadrupler, this download is offered in two versions: a regular one for those who prefer the default job numbers, and a quadrupler-compatible version for those who prefer using the modified stats. The .sc4desc files for the regular version will look like this: IRM_[Filename].sc4desc The .sc4desc files for the quadrupler version will look like this: IRM_[Filename]_x4.sc4desc After downloading, simply delete the file of the version you don't want to use. If you leave both in your plugins, the quadrupler version will most probably override the default version. The default version of the building will provide 116 I-HT jobs, the quadrupler version 464 I-HT jobs. The following lots are included in this download: 4x6, Stage 3 5x6, Stage 3 For those of you who like to play with day and night view, the building used on this lot is compatible with the following night light mode(s): Maxis Night with gradual day/night cycle: NO Maxis Night with static day or night: YES DarkNite* with static day or night: YES *DarkNite requires SimFox' Day and Nite Modd (or a similar darkening mod) to be installed in your plugins. 2 - USE If you extract this archive to your root plugins folder, it should create a folder IRM\IRM Expansion\[NAME OF BAT], where [NAME OF BAT] represents the name of this download item. Within that folder, you will find all the game-relevant files and a sub-folder containing the HTML readme and some screenshot(s). If you no longer wish to use this download, proceed as follows: Bulldoze all lots pertaining to this download Save all the cities and exit the game when you're done bulldozing Remove the associated files from your plugins folder Hint: Just to be sure, I recommend moving the undesired files somewhere else and doing some checks before you delete them permanently. This way, if it turns out you forgot to bulldoze something, you can add it back in temporarily until you're done. 3 - DEPENDENCIES IRM Base Pack with all its dependencies - while these lots will technically work, they are meant to tie into the IRM. They may look out of place and show unexpected behaviour if used independently. Since this is an extension to the IRM, all the dependencies of the original pack still apply. If you have them in place, you can download every single growable IRM and IRM W2W lot I have ever made and will never have to download any additional packs for props and textures used on the lot. Hammer Data Security - you'll also need the original upload of the BAT to see the building(s). Only the .sc4model file is required. Make sure you download the correct night version, DarkNite or Maxis night! NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS Industrial Revolution Mod I-D Addon Set 1 for more I-D mech & out lots Industrial Revolution Mod I-M Addon Set 1 for more I-M mech & out lots Industrial Revolution Mod I-D Filler Set 1 to dress up I-D areas to your liking using ploppable fillers Industrial Revolution Mod I-M Filler Set 1 to dress up I-M areas to your liking using ploppable fillers Industrial Revolution Mod I-HT Filler Set 1 to dress up I-HT areas to your liking using ploppable fillers Heretic IRM Fillers - Diagonal Walls Expansion by Tyberius06 for more options to avoid ugly zigzag lines at diagonal walls Industrial Revolution Mod - Logistic Filler Set 1 by kingofsimcity for some realistic, high-definition truck parking to add around your industrial facilities 4 - FINAL WORDS Credits for the BAT go to Jasoncw. T Wrecks, January 13, 2018 (yeah, I only got around to uploading it today) -
Version 1.0
7,444 Downloads
INDUSTRIAL REVOLUTION MOD I-HT Filler Set 1 1 - INTRODUCTION/OVERVIEW This is a set of 12 ploppable filler lots for high-tech industry (I-HT) that can be used to complement grown industrial areas with some open yards, walls, and several types of cargo stacked outside. The set has been made for the IRM and, as such, blends in well with I-HT areas because it uses the same base texture, and the green fences look rather modern and suitable for high-tech industry. You will find these lots in the landmark menu, conveniently grouped together right under the I-M fillers. Names and descriptions are bilingual once again, i.e. if your SimCity installation has a German locale, you will automatically see German names and descriptions. All other locales will display English names and descriptions. The lots with stacked cargo on them will be restricted to relatively level ground - after all, you wouldn't stack containers or pallets of cargo on an incline! The open areas and walls, however, are highly slope-tolerant, which makes them extremely versatile fillers. Check the existing I-D filler set for more details. Most props have been highly randomised. In some cases there is not only a random selection of the particular prop to appear, but also a certain probability wheter any prop will appear at all - or not. This has been made to maximise variation and visual interest. This time around, there are no stacked pipes, but you'll get an assortment of chemical tanks instead - this seemed somewhat more high-tech to me. When you have these lots on your mouse cursor, you will notice orange-coloured bars being displayed on them. These are positioning indicators that show the position and alignment of the most important props before you plop so there is no trial and error involved. Play around with it a bit, and I'm sure you'll find it to be self-explanatory. After plopping a lot, the positioning indicators will appear once for a second or so, and then disappear forever. In terms of game stats, these lots are almost neutral. They do not contain any park/landmark effect, cause a negligible amount of pollution, and cost §7 to plop / §5 to bulldoze each. There are no running costs whatsoever, so plopping a lot of these will not harm your budget even in the tiniest starter town. INSTALLATION: I recommend extracting the ZIP file into your main IRM folder (...\Plugins\IRM\). After installation, a new folder called "I-HT Filler Set 1" should have appeared, which contains the 12 lot files you will need in order to use this set. However, there is no technical necessity to use this folder; any place inside your plugins will work. 2 - THE TECH STUFF Not much this time, since these are pretty plain eye-candy lots. As mentioned above, use with the IRM is recommended and will yield best visual results, but there is no technical interdependency. 3 - DEPENDENCIES If you already have the I-D filler set or the I-M filler set, you have all you need. If you use these lots as an extenstion of the IRM, there will only be one additional dependency: SFBT Essentials - for the diagonal overlay, the fences, and those nifty positioning indicators. If you use these lots as a standalone set, you will also have to download the following dependencies: Maxis Buildings as Props - for the security building at the entrance BSC Mega Props Jestarr Vol.01 - for most of the cargo props and some ancillary objects BSC Mega Props Jestarr Vol.02 - some less important props BSC Mega Props Gascooker Vol.01 - for the containers and a dumpster model I used. 4 - FINAL WORDS Phew, this concludes the series of ploppable filler lots for the IRM! This is also going to be the last IRM upload you're going to see for a while - this year at least. I've had enough of it for now. In the running month, I have uploaded 369 lots for you guys and gals to enjoy - that will have to do for a while. Some time next year, I guess I'm going to "IRM-ify" some popular industrial BATs. This is likely to happen one by one. However, all this is pure theory right now. I'm going to enjoy the holidays without touching the Lot Editor, and I wish you a merry Christmas and a happy new year, too. T Wrecks, Dec 19, 2012- 18 Comments
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Version 1.0
3,062 Downloads
Cycledogg Trees Non-Seasonal a.k.a. "ENDLESS SUMMER MOD" by T Wrecks INTRODUCTION Has it ever annoyed you how some trees in your city were seasonal, but the others not? Do you feel less than confident with the Lot Editor so changing all those downloaded lots yourself is not an option? Then this little mod might be just the right thing for you! Now, one thing you should know is that making non-seasonal trees seasonal is practically impossible, and replacing all non-seasonal tree props with seasonal tree props on all lots in your plugins folder would take ages. However, if you play with non-seasonal Mayor Mode / God Mode forests, but those seasonal trees on the lots in your cities stand out like a sore thumb, then you have just found a quick and easy solution. This little mod will simply stop all seasonal Cycledogg flora props that have been released so far from changing with the season and force them to stay in summer mode instead - hence the name "Endless Summer Mod"! CONTENTS & FEATURES This mod contains three files that affect props in various dependency packs: CP_PropPack_Vol01_EndlessSummer.dat This file will affect all flora props contained in Cycledogg's first prop pack, BSC MEGA Props - CP Vol01.dat: trees, shrubs, hedges, planters, etc. The only exception are some flowers - these will still bloom occasionally and then revert back to normal. CP_PropPack_Vol02_Semi-seasonal_Oaks.dat This file will affect some semi-seasonal trees contained in Cycledogg's second prop pack, CP_PropPack_Vol02.dat. The trees in question normally change between summer mode and an autumnal look with sparse brown foliage. With the mod file in place, they won't. CP_PropPack_2009a_EndlessSummer.dat This will affect Cycledogg's latest trees, contained in the pack CP_PropPack_2009a.dat, that have also been released as Mayor Mode ploppables. These trees are all fully seasonal by default. With this file in place, they will all stay green forever, no matter whether they have been plopped in Mayor Mode or form part of a lot as ordinary seasonal props. INSTALLATION Simply unzip the file into your root (main) plugins folder. You will notice a new sub-folder called "zzz_EndlessSummerMod". The "zzz_" in front of the name should make sure that this mod loads after the files it affects; this is necessary to make it work. Inside the sub-folder, you will see the three aforementioned files. Keeping them all will not hurt, but if you know what you are doing, you can of course delete any file you don't need. The next time you load the game, all trees, both on lots and on undeveloped land, should display a uniform summer look. To uninstall the mod, simply move the files out of your plugings folder. The next time you load the game, everything will be back to normal. (You might have to wait for one change of season.) The mod deletes nothing, it mereley overrides spring, autumn, and winter with the summer look. It doesn't manipulate any other files. DEPENDENCIES This mod has no dependencies, albeit it will be quite useless if you don't use the trees contained in at least one of Cycledogg's three prop packs mentioned above. ;o) THANKS & CREDITS A huge "thank you" goes out to... Cycledogg for making such wonderful props iLive for programming the Reader, which I used to make this Andreas Roth for helping me to push the right buttons Go_Cards for testing And to all you guys & gals: Have fun & enjoy!- 26 Comments
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Absolutely. It is not a file on the same level as what you see in your Windows Explorer, e.g., PDF, DOC, EXE, INI, XLS, TXT, MP3 and whatnot. It is a set of properties tied to the building, and it can theoretically be placed pretty much anywhere. It might help to imagine the Explorer-level files of SimCity 4 (.sc4desc, .sc4model, .sc4lot, .dat) as containers, or maybe drawers. If you have a socks drawer, for example, this drawer is not the actual content - it's not a pair of socks. But it holds all your socks, and it helps you to remember where to find your socks. You could also place your socks elsewhere, and they would still be socks, and they would still work as socks. Just like that, the Explorer-level SimCity files are just containers that help you understand what is where and keep things organised. They are actually all in the same format, and their content are the actual files that SimCity uses. Just like you could move your socks from the drawer to a cupboard (and they'd still work), you could move the actual SimCity files from an .sc4desc to an .sc4lot, or both of those into a .dat, and they'd still work normally. Having model, desc, and lot is just an organisation aid for your convenience. It's just a pointer, really: .sc4desc: This container usually holds one building exemplar (the actual SimCity file) .sc4lot: This container usually holds one lot exemplar .sc4model: This container usually holds the FSH and S3D files that make up the visuals of the model in game .dat: This container may hold anything This is just a vague and non-binding convention, though. You could switch the file names in the list above around as you wish, and everything would work the same. You could merge any two, any three, or even all four of them into one Explorer-level file and assign it either of the four extensions listed, and everything would work the same. Yes, pretty much. You can even stack multiple overlay textures, but think of them as sheets (or strips, or pieces) of paper that you place on a floor tile: If you place a blue cross (+) and a red star (*) in the middle of the tile, either the cross will cover part of the star, or vice versa. You'll have to decide which piece of paper goes on top. SimCity can't do that. SimCity doesn't know "top" or "bottom". It only has one level for overlay textures. If you place two textures that overlap each other, sometimes the first one will be on top and sometimes the second one. If, however, you have a thin strip of blue along the right-hand edge of the tile and a thin strip of red along the left-hand edge, these don't overlap. If you did this in real life, using strips of paper on your floor tile, the strips of paper would NOT end up on top of each other, overlapping each other. They would just lie there, and if someone came into the room after you placed them both on the ground, this new person could not answer the question which of the two strips is "on top". The question simply doesn't apply there. It's s non-issue. This is why it works in SimCity, too. A third scenario is when you have two patterns that overlap each other, but both have exactly the same colour. Think of a blue "><" and a blue "|". Place them on top of each other, and you get a blue ">|<". Doesn't really matter which of the two pieces is on top - since they're bot the same blue, the result will look the same. Hence, this also works without drawbacks in SimCity. This information is packaged into so-called properties. Each property is one line of data that belongs to exactly one object - no matter whether it's the building, a base texture, an overlay texture, or a prop. For example, if you place five identical props on the lot (let's say five identical shrubs), the lot exemplar will contain five properties (lines of data) for each of these shrubs. On a lot with four tiles, one base texture on each tile, an overlay textures on two of the tiles, one building, and these five props, you'd end up with 12 lines of data: 4 base textures 2 overlay textures 1 building 5 props The properties are divided into so-called "REPs". These are simply sets of hexadecimal numbers that are used to code the information I listed in my last reply and identify the object that the information relates to. If you translated this information into human-readable text, the structure would look a bit like this: "An object of the type 'prop' is placed on tile A1, in position X/Y, at a height of Z, rotated towards North/South/East/West, and its IID is "0x12345678". (simplified, but it gets the idea across) As you can see, first comes a lot of information that the lot editor needs to display the object in the correct position and orientation, and finally the object is referenced using its unique identifier. This is part of the TGI. The prop exemplar in question will have a Type and Group ID that tell the game it's a prop, and an Instance ID that tells the game exactly which prop exemplar it is. So each and every texture, prop, and building (and lot) has such a unique ID. As long as this ID is listed, the game doesn't care about the file containers. As long as all the bits of data are there, everything will be fine. In the case of buildings or props, you start with a model. This model has an ID. Let's call it the model ID. This model ID tells all other files "Hey, I'm a model, and this is my unique ID in case some other model has the same name." Then you'd create a building exemplar to turn this model into a building, or a prop exemplar to turn the model into a prop. Both of these exemplar files also have an ID, let's call it the building/prop exemplar ID. This tells all other files "Hey, I'm a building/prop exemplar, and this is my unique ID". And both of these exemplar files have one property that point to the unqique ID of the model from which they were generated. When you design a lot using this building/prop, you will create a lot exemplar file (with yet another unique ID, of course!) that contains a lot of information - among other things, it will tell the game "Please display the building/prop with this particular building/prop ID right here, like this". Then the game will look up the building/prop ID and scan it: "Okay, I know your ID, and I know you are a building/prop, but what the heck do you look like?" This is when it reads the building exemplar file and sees the reference to the model ID. So it will scan its internal files and the plugins folder for a model that matches the ID. Once it has found it, it will display it there. As you read above, you can indeed take one and the same model and create multiple building and/or prop exemplars from it. They will all point to the same model ID and make sure that the building or prop will display this identical model, but the building and/or prop exemplars will all have unique IDs and can have different properties and values. EDIT Oh, and you can rename the Explorer-level file containers to anything you want. Let's say you have made a model of your house. The file name in the Windows Explorer reads "GarlickersHouse.sc4model". You could rename it to "This_is_totally_not_my_house.dat". SimCity wouldn't care at all. Why not? Because the model inside this container has a unique ID, and this unique ID stays the same, regardless of the container file name - just like your favourite red socks will remain your favourite red socks, no matter if they are in a drawer with a label that says "socks" or in a cupboard with a label that says "anything but socks in here".
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That's pretty much correct. Lots can either be growable or ploppable Every lot MUST have exactly one building. "Building" in this case doesn't necessarily mean anything like a house. It could also be a flower pot, a dustbin, a dumpster - it can be anything, even invisible (example: the Maxis parks). The reason for its existence is that the building holds the building exemplar file, which contains crucial information, such as: - growable RCI or ploppable civic/transportation/utilities - number of demand satisfied (jobs / residents) - tileset(s) - pollution values (can be negative, e.g., for parks) - power/water consumption - plop and maintenance costs (for ploppables) or tax income (for RCI) - which query window to display - which query sound to play when you click on it - etc. Every lot CAN/SHOULD normally have exactly one base texture for each of its tiles [You can remove the base texture later to have a transparent lot.] [More than one base texture on a tile is not normally possible, but can occasionally happen as a bug, which will cause the texture to switch back and forth unpredictably.] Every lot CAN have any amount* of overlay textures and props, but doesn't have to have any. [*technically, there's a limit as to how many object there can be on any lot. Any additional object beyond this limit won't be displayed in game.] Every lot CAN have "land only" and "water only" tiles, but doesn't have to. Every lot holds the lot exemplar file. This file contains the visual information: - Which building... - which texture(s)... - which prop(s).. need to be displayed... - on which tile - in which spot of that tile (x/y coordinates, only for building & props) - at what height (z coordinate, only for props) - in what orientation/rotation It also holds information relating to the lot, such as: - lot size - required roads (straight, left corner, or right corner) - minimum/maximum allowable slope to be able to develop / be plopped on any given terrain - minimum/maximum allowable slope before the lot will have an overall foundation rather than only the building on it having a foundation whereas the lot conforms to any slope - growth stage - zone type/density Some further tidbits: If you want to use any building (remember, doesn't have to look like one - it's just a "function holder"!) in game, you need at least one lot for it. You can assign multiple lots to one and the same building. In the case of ploppables, you normally need a separate menu entry for each of them. You can "recycle" one and the same lot design for multiple buildings (e.g. you could have a fountain that works as an office or as a hospital or as a park). However, you need to be careful with growable RCI lots because you cannot just use e.g., an industrial lot for a residential bulding. The lot exemplar must contain some information that matches the building exemplar, i.e. a residential building will only grow on a residential lot. Lots designed for straight roads in front can grow on corners, too, but corner lots cannot grow on straight road sections. On a higher level, the building exemplar contains the function, and the lot exemplar makes this function accessible by "anchoring" it in the game - both by giving it a visual presence and by giving it a spot to grow (or be plopped) on. The building exemplar represents the abstract functionality, the lot exemplar the "physical" appearance. The building exemplar has, e.g., the actual hospital function, but the lot exemplar is what makes you able to see in game "Hey, this is a hospital". I hope this little list has been helpful - if you want to know anything else or more, don't hesitate to ask.
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Daaaang, good call! I sure love the old ones that didn't quite hold your hand so much and where your soldiers didn't have predetermined roles but developed their skills as they used them. Not to mention the subtle horror atmosphere - great stuff! Not without flaws, but still: immensely enjoyable, with every campaign you played writing its own story. For example, I remember that one time in Terror From the Deep when the aliens attacked my base right in the first month. You're lucky to have such a dark and destructive family! This game is so much fun as multiplayer, especially if everyone is more or less equally good or bad. Does anyone remember Earth 2150?
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The non-W2W one with the round cupola and the rooftop pool is an oldie but goodie by oneil_1, Lake Point:
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This is odd indeed. By default, if a prop has the Item Name propery set, it will display its name in a little speech bubble when you hover your mouse cursor on it. If it has the property "Query as main building" set to "True" and the "User Visible Name Key" set to zero, it will display the name of the main building on the lot as if it were an organic part of it rather than any independent name - pretty useful if you slap together several building props. Let's say you have some modular school building props - the classroom wing, a gym, maybe a washroom building, and an outdoor sports pitch - and you want them all to query as "Barton Elementary School". That's a situation where setting the props up to be queried as the main building is useful. I didn't know that these properties had any influence on whether props may appear or not.
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Hi Dead_End, this sure looks like the correct place for this question to me - it is related to custom content, after all. Concerning your issue, what I can tell you for sure right now is that the ID 0xa000004a belongs to a default Maxis prop family that is composed of 5 different flora items: Flora2x2x2_QuarterShrub_1EDF Flora2x2x2_Quarterbush_2833 Flora2x2x3_Fluffybushsm_1ED8 Flora2x2x3_Fluffybushtiny_1ED8 Flora2x2x3_Spherebush_1EE1 Placing this prop family on a lot will normally cause any of its five constituent props to appear randomly. I have just downloaded and checked the lot in question, and this prop family is there alright. This looks like a simple lotting mistake - happens to me as well when I make one lot and save, rearrange stuff and save again, and then it turns out in game that I forgot to delete a prop (family) that was used on the first lot, but ended up not being required on the second. It does happen occasionally that there is an ID conflict, but in this case it looks highly unlikely. The rural corner bike stand, by the way, has the same bush/shrub prop family placed on the exact same spot. This makes it even more likely that it was simply an oversight on the part of the lotter, a prop that should have been removed - just like when you create a series of related documents by copy/paste, and you forget to delete a word from two documents of this series where this word doesn't apply. Fixing this should be as easy as deleting the prop from the affected lots and saving. You will lose the menu icon in this case, however. To avoid that, you can use LEProp to open the lot and save the icon first. Then you edit the lot and save so the icon is overwritten with an automatically generated default icon. However, you can open the edite lot in LEProp again and import the previously saved, original icon.
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The Edge's city building discussion thread
T Wrecks replied to The Edge's topic in SimCity 4 General Discussion
Well, the central question at this point is really this one: If you developed all surrounding cities until demand was gone or even turned negative, you can expect nothing else but zero or negative demand when you start the next tile. If all surrounding cities, however, have positive demand, then this would really be a strange case. I'd also like to remind you of a post I made further above in this thread: It helps to consider your region as the city, and the city tiles as neighbourhoods. It's absolutely possible that your city currently has enough manufacturing and high-tech industry so it doesn't need even more in another neighbourhood.- 241 Replies
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