Jump to content

T Wrecks

Moderator
  • Content Count

    9,203
  • Joined

  • Last Visited

  • Most Liked  

    90

Everything posted by T Wrecks

  1. Marijuana content items?

    Yes, there is one indoor plantation made by SimGoober. It may have been merged into one of his mega packs on the LEX. It's called "Herbal Fukitol Factory". I found a standalone download on the German Simcitykurier.de, right on top of this page. It doesn't look like much, but at night you'll see the plants through the glass roof just fine. AFAIR, SimGoober also made growable Fukitol fields where Fukitol pills grow on plants. I don't have a link at hand, though.
  2. Show us What you're Working On

    Whoa, too much great stuff here to explicitly comment everything - I hope you'll forgive me if I just thank you for sharing your images collectively. @frantic: What a fantastic first BAT! Looks like a clean and realistic modeling job and great texturing. I have recently modded and re-lotted some older service stations and other retail stuff and found out that I'm a sucker for freestanding signs of all kind - they make for interesting lotting options and add a lot of visual interest (and realism!) to commercial service areas. Good to see that your BAT comes with such a sign as well. My only suggestions are that, in terms of textures, the rounded section may be a tad too dark/saturated to blend in seamlessly into a Maxis background, though. White and black are really hard to translate into SimCity. The night lights in that section are a very cold white, too. The lettering is beautifully lit, though. In terms of modeling, is the rounded section supposed to have visible edges, or would it be an option to use smoothing groups to make them disappear? Depends on what you are going for, of course, and that building section makes the entire structure look a lot more interesting either way. All in all, this looks splendid so far and my above comments are merely intended as a little food for thought. It's great to see new BATters on board! My own current project - assembling my new plugins folder - continues at a satisfying pace. Low-rise CS$$ is mostly finished as well, and I have started with low-rise/suburban offices. As before, I'm focusing on the Chicago/NY tilesets, so there isn't really much going on in terms of large shoebox stores. The only ones I added are some of the preciously few that we have with a distinct retro vibe. Fair enough - I guess it's only realistic to have commercial services covered by smaller and more urban buildings in the older tilesets, with suburban "big box" retailers taking over in the more modern tilesets. Next up after Bobbo662's retro Safeway* was his Albertson's store... yet, somehow something looked a bit off to me. I ended up scaling it down to 80% size using cogeo's SC4 Model Tweaker and adjusting the textures slightly in an attempt to ensure that it wouldn't stand out between Maxis buildings and blend in as seamlessly as possible (which is why I could never share it). The result looked like this, and I'm pretty satisfied with it: Of course, I didn't plan for it to have the same width as the Maxis mall - that's just a coincidence. I just wanted a consistent look. The last one was Bobbo662's Bradlees. I used it to get some more practice with those parking lot textures, in this case the transition between diagonal and orthogonal. In addition to this, I wanted to place the sign at a different spot than in the front left or front right corner for a change. And while the result may be ridiculously overdone and somewhat unrealistic, I thought it was OK to keep it nonetheless (the other two lots I made are much simpler!): * @Evanjs: Yes, the thought of adding @RRetail's superb Safeway Gas canopies crossed my mind, too, but I think those might look a tad too modern next to that retro building. The same with Bobbo662's Albertson's, really... I have the option on my radar, though, because RRetails's gas station stuff is just too good! In fact, I have made my own little custom set of simple standalone gas stations using his props, and I love what you can do with them.
  3. BAT Request Thread

    @kschmidt: The Cadillac Ranch has been BATted - it's on the STEX:
  4. Show us What you're Working On

    Given its reliance on all big guns, doesn't this make it a proper dreadnought? I agree about the other two classes, though - rather good-looking ships, especially in their original configuration (heck, even those impossible Japanese long-neck dinosaurs used to look good in their WW1 and 1920's fit...) On a slightly more on-topic note, that's a great looking marina you got there! Some creative detail solutions, too - at least I don't recall ever seeing those NY-style W2W fast food joints being used as standalone buildings like in your picture, but it sure works! @Goldman Sachs: At this rate, you should have covered every warship of WW1 and WW2 in a few months, with a host of tanks to accompany them. Beautiful models, absolutely stunning! If these were physical models, I'd say museum quality for sure! Any chance for a classic ocean liner such as Mauretania, Bremen, France or - one of the best-looking ocean liners IMO - Normandie? Imagine the sight of a Manhattan recreation in SimCity with one of those beauties making its way up the Hudson River... @The British Sausage: Thank you very much, but that would be a title I'd have to share with many people indeed. The very lots by nos.17 that inspired me, for example, are fabulous. Or have you seen KOSC's Maxis mansion re-lots? Now that's ace stuff. I slightly adapted them for my personal use, and I spent half the time sitting there slack-jawed and admiring all that superb lot work that went into them - better than I could ever do! @thecitiescenter: Thanks to you as well! Despite all the lotting work I've done in my SC4 career, it never ceases to amaze me how much all those props and textures that we have at our disposal nowadays can improve the overall appearance of a lot. Many old BATs are so good, but at the time they were made, there were just not the resources to make them shine as much as they could.
  5. Show us What you're Working On

    Wait... wait. Holy crud, it sure does look like you got a completely different version there! I guess the one you relotted is more recent. The HVACs are more finely textured, the light leaks at night have been fixed, and the Safeway logo and label are more closely matched to their real-life counterparts. Even the freestanding Safeway sign is different! I must confess that what you see on my picture isn't entirely stock either - I did add a texture override to tone down the highlights and also took out a few notches of green to shift the overall colout hue closer to the game's palette. However, since all this is just an override, I can remove it any time and revert back to original. Another modification I can't take back now is that I nudged the building a few metres to the side because it didn't sit centered in its LOD shell. By default, a 5 tile wide lot (the one I've shown is a 5 by 6) would not have been possible - the building box would've fit into the lot, but the building would have extended beyond the East edge. However, I do have both versions of the model still. If you're interested, just drop me a PM and I'll be happy to send it your way. By the way, I should mention that you have been my inspiration to dig out a few of Bobbo662's old BATs and see what I can do with them. You drew my attention to many good BATs I didn't know anything about (especially in the Service Station Mega Pack), and you also motivated me to take a second look at some that I had discarded originally because they were too bright/saturated IMO and see if I coud do something with them. I also stole got a lot of inspiration from many of your lotting ideas. EDIT My file is called "B62 1960s Safeway Retro v 1.3.0-0x5ad0e817_0xf00f7c4_0x1fc0000.SC4Model" and dates from August 22, 2005. EDIT 2 Oh yes, my theory confirmed - I just downloaded your re-lot, and your building file is "b62 1960s Safeway Retro v 2.0-0x5ad0e817_0xb2a42fa9_0x30000.SC4Model" from January 2, 2007. This is exciting news!
  6. Show us What you're Working On

    I just made my first lot using diagonal parking lot textures... amidoinitrite? I know it's not as great as some of the lots I have seen, but for a first attempt, I'm pretty satisfied. Massive shout-out to @shokthrpy and @kingofsimcity for the superb parking stuff, @CycleDogg for the diagonal cars, and of course @Bobbo662 for the BAT. I love retro stuff!
  7. IRM I-M Medium Industrial Buildings

    @Tyberius06: Yes, definitely. Just need to get my lazy a** up, is all. Nah, seriously - I'm currently busy assembling my own plugins folder, but I do plan on releasing all that stuff.
  8. Version 1.0.1

    1,966 Downloads

    Medium Industrial Buildings by Tag_One 1 - INTRODUCTION/OVERVIEW While this set of lots may not be spectacular, it offers much variety thanks to the BAT family on it and is a useful filler. The ninth upload in this series is a package of Medium Industrial Buildings by Tag_One. All these buildings share the same general layout, but feature different colours and company names. Some of the walls are painted in interesting patterns, too. The general layout of the lot is also identical, but spiced up with lots of prop families and delivery trucks that will not appear on every lot. This package includes a narrow and a wide lot on which any of the BATs from this family of buildings can appear randomly. 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 50 I-M jobs, the quadrupler version 200 I-M jobs. The following lots are included in this download: 3x6, Stage 3 4x6, 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. BSC BAT Props - T1 Vol4 (v1.0) - you'll also need the original upload of the BAT to see the building(s). This time, all the models were in a prop pack which you'll need to install. 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
  9. IRM I-M Medium Industrial Buildings

    Hi! It means that all these IRM Expansion BATs will be placed in a folder with their respective name inside ...\Plugins\IRM\IRM Expansion. This one, for example, is called "Medium Industrial Buildings". So if you unzip it into your Plugins folder, you will find it in: ...\Plugins\IRM\IRM Expansion\Medium Industrial Buildings\ If it was called "Sausage Factory", you'd find it in a folder called ...\Plugins\IRM\IRM Expansion\Sausage Factory - and so forth. Does this help?
  10. Can't find it?... Ask here!

    First one is this: Second one looks like this:
  11. Help with reducing Plugins folder size

    By default, a building will carry the same name as the building exemplar, which is a property that's inside the building's .sc4desc file by default. (The same applies to props, just that it#s a prop exemplar in this case.) So, if a BATter took an exported .sc4model file and turned it into e.g. an R$ building, he'd assign an exemplar name like "MyCrumbyBuilding", and he'd end up with an .sc4desc file. In the Lot Editor, he'd find the building by its building exemplar name, i.e. he'd have to look for "MyCrumbyBuilding" in the list of available buildings to put on a lot. He might call the lot "MyCrumbyLot" when saving. As a result, he'd end up with a new lot file that has the lot exemlar name "MyCrumbyLot". At this point, any player would never see the lot exemplar name in game. Clicking on the lot or building, however, would bring up the building exemplar name "MyCrumbyBuilding". Lot exemplar names are not really relevant in game. Now, the BATter could also do two things: He could open the building exemplar file (the .sc4desc by default) and add an "Item Name" property to it. He might enter "Crumb Road 15" as Item Name. Now all the above would still apply (building would appear in the lot editor as "MyCrumbyBuilding --- Crumb Road 15" now, the lot would still be called the same, BUT a player who'd query the building would now only read the Item Name "Crumb Road 15". He could also add a "User Visible Name Key" property. You can imagine this like a link to an LTEXT file, and the LTEXT file holds the name. (The advantage is that you can use special characters in the LTEXT and that you can assign multiple LTEXTs for multiple languages so that an English player would see the text "Crumb Road 15" and a French Player would see "Rue de la Crumb 15"). In summary, if there's a User Visible Name Key, you will see that in game, no matter what else applies. If there's no User Visible Name Key, you'll see the Item Name if such a property has been added. If no Item Name has been added, either, the game will fall back to showing the building exemplar name. A little excursion: You can use this to your advantage to ensure that (A) when modding, you'll find stuff easily, and (B) it will not break immersion in game. For example, if you wanted to make 5 different Chinatown shops, you could call them something like "Chinese Laundry", "Beijing Restaurant", "Gift Shop", "Mr. Cheng's Tea Palace", and so forth. However, in the building list of the Lot Editor these buildings would end up all over the place. Someone else who isn't you might not know where to look and what to expect because he might have many more shops with colourful names. On the other hand, if you gave them building exemplar names such as "Dreadnought_Chinatown_Laundry", "Dreadnought_Chinatown_Restaurant" and so forth, you'd find them immediately and you'd immediately see they belong together. Makes modding a lot easier. The same logic, by the way, also applies in game when you use the "buildingplop" cheat. The list you'll see there is the list of building exemplar names! But what about the gameplay side? Systematic names are fine for modding, but clicking on a lot and reading things like "Dreadnought_Chinatown_TeaShop" isn't really immersive and nice to experience as a player. This is where the Item Name or User Visible Name Key comes in: You can use it to add a nice "display name" or "front-end name" to a building so the player will click on it and read stuff like "Mr. Cheng's Tea Parlor". The building exemplar name stays unchanged in this case and is still there in the background for your reference when you mod. This was a bit longer than planned, but I hope it has helped you to understand what all the naming confusion is about. If I managed to confuse you even more, don't hesitate to ask. EDIT As usual someone else was faster and more to the point.
  12. Can't find it?... Ask here!

    @PHBSD: 6th image is this one:
  13. Twinkle, twinkle, little BAT...

    Epic stuff once again! Good to see you're still at it. If it's any motivation for you, I have been modding and lotting my way through your low-wealth commercial stuff like a maniac. You made simple lots on purpose so they'd blend in with Maxis, and it sure works. However, I play with some nice prop and texture packs anyway, so I thought I'd give my entire plugins folder an overhaul and make some lots that use these dependencies. Residential is done, and low-wealth low-rise commercial (which is about 60% your stuff and 20% JMyers) is done as well. My goal was explicitly not to make anything utopian or overly beautiful, but I wanted more realistically arranged parking, backyards that can actually be reached from the street via small alleys, and - most of all - more variation and stricter tileset control, all without straying too far from the default "palette". The result for low-rise CS$ has turned these little things from a "necessary evil" to something I enjoy looking at just to take in all the details. Speaking of details, you might recognise a building or two in these (fully grown, 0% plopped) detail shots: (Things will look extra nice when my tree mod is added to the mix and replaces all those Maxis trees with Girafe's fine HD flora)
  14. Version 1.0.0

    1,026 Downloads

    INDUSTRIAL REVOLUTION MOD SG Fabrications by SimGoober 1 - INTRODUCTION/OVERVIEW So this was an odd one for me. I remember seeing it in one of those "Show us..." threads not too long ago, and although I've been around for almost 15 years now, the building struck me as totally unfamiliar. I was even more surprised when I learned that none other but SimGoober had made it. All the time, it had slipped under my radar! Finally I was able to dig it out and turn it into an IRM lot, so here we are: The seventh upload in this series is the elusive (for me at least) SG Fabrications by SimGoober. The building is quite a whopper and dwarfs the Maxis coal power plant, for example. Since one side contains BATted ground, it was quite the challenge to get building and lot to blend into one another without too obvious seams. A cool feature not uncommon with SimGoober BATs is the partly modeled interior that really comes to shine at night, when you can glimpse through the windows. The loading door is ridiculously huge as well - I wonder what they produce in there? 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 95 I-M jobs, the quadrupler version 380 I-M jobs. The following lots are included in this download: 7x7, Stage 3 (2 different lots) 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. SG Industrial Models I-M2 simgoober - you'll also need the original upload of the BAT to see the building(s). Only the file "SG_Fabrications.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 SimGoober. T Wrecks, August 29, 2019
  15. Version 1.0.0

    1,063 Downloads

    INDUSTRIAL REVOLUTION MOD Rand Textile Mill by SimGoober 1 - INTRODUCTION/OVERVIEW Another day, another upload - let's stay with SimGoober for a while, shall we? The fourth upload in this series is Rand Textile Mill by SimGoober. The main body somehow reminds me a bit of socialist pre-fab apartment blocks. Maybe it's mainly the entrances. Anyway, after the very clean and sleek uploads we've had so far, this one is certainly more of a classic factory, smokestacks included. The square lot is somewhat divided into an inner factory yard and an outer parking area, the other lot mostly has an open concrete area out in the back and might be a good spot to plop down some industrial MMPs. Although the lots aren't that big, the building is rather tall and therefore provides relatively many jobs. 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 78 I-M jobs, the quadrupler version 312 I-M jobs. The following lots are included in this download: 5x5, Stage 3 6x4, 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. SG Rand Textile Mill BSC (v1.0) - you'll also need the original upload of the BAT to see the building(s). Only the file "SG_RandTextileFactory01.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 SimGoober - again... and not for the last time, either! T Wrecks, August 29, 2019
  16. Version 1.0.1

    1,038 Downloads

    INDUSTRIAL REVOLUTION MOD Pluimers Insulation by Tag_One 1 - INTRODUCTION/OVERVIEW While we'll return to SimGoober, I'd like to continue the IRM uploads with a few buildings made by another great BAT artist. The eighth upload in this series is Pluimers Insulation by Tag_One. It's a pretty simple warehouse-style building with a small office annex and loading doors in the back and front. I like the rooftop skylights, the little entrance area and the modern no-frills look of this structure. Both lots are rather open, especially the longer one. On the wider lot, the building extends nearly up to the back, almost dividing the lot in two halves. Some modern trucks, partly at angled positions to the grid, underline the character of the building, add some detail and life, and help break the mostly rectangular layout of it 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 48 I-M jobs, the quadrupler version 192 I-M jobs. The following lots are included in this download: 4x5, Stage 2 5x4, 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. Pluimers Insulation (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
  17. Version 1.0

    666 Downloads

    INDUSTRIAL REVOLUTION MOD Halma Automation by Tag_One 1 - INTRODUCTION/OVERVIEW We continue with more BATs from the same author, this one being one of the smallest in the whole pack. The 23rd upload in this series, Halma Automation by Tag_One, is a cute little structure that could also hide in a low-rise office park or even in a residential area. The rounded corners are its most interesting architectural features and, in terms of elegance, give it a slight edge (ha, ha) over your average shoebox building. It features a central entrance in both version - very simple in the case of the smaller lot, pretty ornate in the case of the bigger one - and not much externally visible typical industrial features to speak of, but that's not a problem because those I-HT guys and gals work with their smartybrains and not with big, bad machines and stuff... so much for a technically sound explanation! 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 16 I-HT jobs, the quadrupler version 64 I-HT jobs. The following lots are included in this download: 2x3, Stage 1 3x3, 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. Halma Automation - 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 the BAT go to Tag_One once again. T Wrecks, January 26, 2018
  18. IRM I-HT Ledpro LEDs by Tag_One

    Version 1.0

    916 Downloads

    INDUSTRIAL REVOLUTION MOD Ledpro LEDs by Tag_One 1 - INTRODUCTION/OVERVIEW If I let @Aarsgevogelte do all the uploads, you're going to risk dying from all the awesomeness - time to interrupt his series with somethig far less spectacular: The 26th upload in this series, Ledpro LEDs by Tag_One, basically looks like a simply warehouse with a little office section - nothing to see here. The lots, too, are pretty toned down, with the one that has the building oriented perpendicular to the road being open to all sides and perfectly suitable for getting surrounded with ploppable fillers or other industry. A small propane tank in the back is the only special feature. The other lot is slightly more complex with the angled entrance and the fences; it features a paved area in front and a strip of green with some trees in the back, forming a border to the adjacent development. 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 44 I-HT jobs, the quadrupler version 176 I-HT jobs. The following lots are included in this download: 3x5, Stage 1 5x3, 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. Ledpro Leds - 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 the BAT go to Tag_One once again. T Wrecks, February 19, 2018
  19. Version 1.1

    10,216 Downloads

    INDUSTRIAL REVOLUTION MOD I-M Addon Pack 1 - Custom Lots 1 - INTRODUCTION/OVERVIEW This is the second expansion package for the IRM. It contains a set of custom-made lots that can grow as fillers between industrial facilities, mainly tanks/silos and warehouses. Fillers are particularly important for I-M because Maxis apparently forgot to include some small 1x1 lots to fill the gaps between other structures! The lots were made using the same dependencies that went into the IRM base pack. The screenshots show only one lot for each structure, but this package contains more lots for better variety. The structures can grow on different lots which feature a different layout and size as well. In total, this package contains 45 lots. Since these lots are custom, they cannot simply adopt the preset in-game names. However, I have given them proper names and included two languages. If your SimCity has a German locale, the names will appear in German, with all other locales, the names will appear in English. I have included two versions, one for use with Toroca's Industrial Jobs Quadrupler (Quadrupler Edition) and one for the default game (Standard Edition). INSTALLATION: Inside the ZIP, you will find the main folder for this addon pack. It contains the 45 lot files as well as two sub-folders, one for the Standard Edition and one for the Quadrupler Edition. I recommend extracting the ZIP file into your main IRM folder (...\Plugins\IRM\). Then you should change to the IRM I-M Addon 1 folder (...\Plugins\IRM\I-M Addon 1\) and delete the sub-folder of the version you do not want to use. 2 - THE TECH STUFF Technically, the same compatibilities and restrictions apply as for the IRM base pack - see here. Make sure you read and understand the instructions concerning the IRM as a whole before you add this package. These lots have been modded as "Mech" and "Out" lots. If you don't know what that is, here's a short description: Industry is divided into three sub-tpyes: "Anchor", "Mech" and "Out" lots. The three types together form industrial compounds that are treated as one facility by the game. Anchor lots represent the core of an industrial compound. They grow first, and only after they have grown can the other two sub-types grow around them. Mech lots can only grow next to an existing anchor building. Typical examples of this sub-type are storage tanks, silos, gas holders, etc. Out lots also require an existing anchor building to grow. They represent outbuildings such as warehouses, sheds, storage buildings, and cargo handling facilities. Whenever you lay out industrial zones, one or more anchor lots will grow first. Afterwards, Mech and Out lots will grow next to an anchor lot and attach to it. The jobs provided by these Mech and Out lots will be added to the jobs of the Anchor lot they are attached to. You don't see this attachment directly, but when you use the Route Query tool and click around a bit on your industrial areas, you will see that Sims only travel to a handful of buildings directly. You will also see that some structures share the same commuter and freight arrows. This is because they have been joined to form a single facility in terms of game mechanics. You can use this for even better control of industrial growth: Simply hold [STRG] or [Alt Gr] to zone an industrial plot of a particular size like 2x2, 4x3, 2x4, 5x4, 3x6, and so on adjacent to a road. This will give you a fairly good chance of getting an Anchor building of the given size (if a lot of corresponding type, size, and stage exists). Then you can use normal zoning without road contact around this anchor building to create room for Mech and Out buildings. Just like the lots in the base pack, these addon lots have been assigned to medium density and/or high density according to their appearence - the old-fashioned, "dirty" ones to medium density, the sleek, "clean" and modern ones to high density, and the totally generic structures to both densities. 3 - DEPENDENCIES ...are basically the same as for the IRM base pack, see here. This pack is intended for use with the IRM, so once you have the IRM, you are pretty much set up and ready to go without further hassle! The official Maxis buildings as props (If you excuse the shameless self-plug, I'd recommend using the following file instead, which offers the same functionality plus a little enhancement and acts as a replacement of the file above: Maxis prop names and query fix) 4 - FINAL WORDS I hope you'll have fun with these filler lots - next up will be some fence/filler lots to get some more structure into your industrial areas and make them look spacier and less cramped. T Wrecks, Dec 8, 2012
  20. Version 1.0

    6,212 Downloads

    Ready for the first non-BSC mega lot? Thanks to 6459978, who not only BATted this building, but also permitted me to put it onto a new lot, one of the best R
  21. Show us What you're Working On

    Ah yes - one of the perfect cars for the people with a little... extra money to spend on a huge pickup truck! I for one would love to see some more plazas in this vein! You know what else I like them apart from all the advantages that you listed? At least the first one you showed here is really - no pun intended - down to earth rather than ridiculously utopian. Fill it to the brim with fancy props, and you have your utopia. Add some trees and bushes, and you have your perfectly normal run-of-the mill plaza - just what we need for realistic cities. I'm sure that, with the right props, you could even make it look somewhat bleak and uninspiring! This versatility is something that many plazas lack - IMO at least. With regard to the all too familiar "crowded plaza menu" problem, I'm wondering whether a modular approach might work here, with a few pieces that occupy menu space, but endless combination possibilities. Then again, a few simple "all inclusive" options would also work. In any case, I'm all for these lots! I mean, when did we last have a nice, generic plaza series that's up to today's standards? I think @kingofsimcity has covered the parks and sports pitches department, but plazas...? Some beautiful individual pieces like statues and memorial columns or similar, yes. Simple plazas... not so much unless I'm forgetting someone. The last one, of course, can't really be called "simple" any longer, with all those intricate diagonal lines... then again, it's basically some stairs, benches, planters, and water... unless you supply the props, no fancy statues or wrought iron ornaments here. This is what I mean with "simple". I really like that!
  22. Modern Low Wealth Terraces

    "new, but still depressing" Well, the quality of these is certainly far from depressing. As for the Sims living there... that's not my problem, is it? Right? What? You mean it kinda is, me being their SimMayor? I think I didn't hear you over the bubbling of my Jacuzzi.
  23. Texture Behaving Strangely

    You can also do this in the LE - no tinkering necessary. The problem sometimes occurs when one base texture was placed on a tile that already has a base texture. Of course the LE is supposed to replace the old texture with the new one, but for reasons unknown to me, it sometimes fails to do so and places both (or more) textures in that tile, where they will "fight" for visibility, and one or the other(s) can appear randomly depending on zoom and perspective. In general, this can be solved by clicking on the affected tile in the LE, hitting [DEL] to remove all textures and then placing the texture anew, on the - now empty - tile. After saving and exiting, the problem should be fixed. You may notice when you click on the tile to select it that a texture that was on it suddenly disappears to reveal the other one, too.
  24. Boxes in industrial areas

    Yup, those sure look like IRM lots. As @markussaage corretcly said, make sure you have all the dependencies. It might be the Maxis Buildings as Props thingy, it might by one of the custom prop packs, or maybe you accidentally deleted the included dummy model that I used to make some of the lots.
  25. IRM I-M Wally K's Distribution Center by SimGoober

    Yes, another member was kind enough to send me a PM informing me of this. You're both perfectly right - when I re-uploaded after the little folder name mistake, I managed to click on the wrong file. I have just uploaded the file again - this time hopefully the correct one!
×