Jump to content

matias93

Moderator
  • Content Count

    3,796
  • Joined

  • Last Visited

  • Most Liked  

    10

Everything posted by matias93

  1. Kallax Residential

    This is exactly the kind of buildings the game needs, small and somewhat generic, but with character
  2. NAM Curved pieces

    The "Flex" pieces have automated sidewalks, it's the puzzle pieces that lack sidewalks. They are also mostly obsolete.
  3. Bored with SimCity 4

    I haven't played it for about two months. The fun of it comes and goes in waves, some other times I've been hooked for weeks and built entire cities on a couple of days. Just give yourself a time with other past-times and come back whenever you want.
  4. There are two different ways on which custom automata (cars, trains, busses, etc) can be modded: either as replacements, or additionals. A replacement automata will override the default one on the game, so it will appear always, and of course, you can only have only one of those working at once: the last one loading will override all others. An additional automata, on the other hand, will appear randomly in place of the respective original or replacement automata. You can have as many additional automata mods as you want, but as they appear at random and basically compete for the occasion to appear, you might have a hard time finding the specific one you want in game. Check on the readme of the automatas if they are replacements or additionals; not all creators detail this, but most of the time, if there is nothing written, it is a replacement. Additionals are harder to mod and are usually made by more experimented creators, who document their work better. @vester_DK's automata packs are probably the golden standard for this, and might be the best option to find what you are looking for. Check them here
  5. Functional Cul-de-sacs VOL02

    Plopping residential lots doesn't work, they need to grow to be able to send their sims to work (similarly, plopped industial lots cannot send their cargo trucks either). I know this isn't a great solution, but you should keep trying, some lots are just harder to get than others.
  6. NAM General Support

    left in place, they add stability to the resulting network and removing them might reverse them to the base one. Flattening lots were made by Pegasus, and aren't on the NAM. The most used technique is to plop single tiles of networks, which aren't slope-tolerant, to flatten terrain, but a lot might be useful if you want to cover a big area or also get an specific depth in one step. It's the same ramp, but in reverse. If you are getting trouble with the pattern, try using the FLEX ramps on the RHW menu, which are compatible with all widths. This guide might be useful if you want to persist with dragging patterns. Oh, and BTW, the names of the networks refer to both inbound and outbound lanes, so you are talking about a RHW 10S.
  7. Can't find it?... Ask here!

    most surely the ones by @kingofsimcity
  8. If I remember well, @Tyberius06 is well versed on the functioning of seaports and airports, which require custom controllers to work.
  9. Got a quick SC4 question?... Ask here!

    The only way to do those intersections with the Maxis Highway Override is by using the new, larger ramps. To replace those, you would need pieces that amount to 6 tiles per ramp, up from the 3 tiles the Maxis Highway uses. Given that you already have a designated right of way around your highway, the only possible limitation would be to cross with underpassing streets; in those cases, you can extend the ramp with straight segments and do the underpass in there.
  10. Show us Your Interchanges!

    I think I hadn't shown this. It's quite simple in comparison, and I would have liked to make it smaller, but the sloping terrain didn't cooperate with it. The rail going around and not directly over it was also a compromise because it would have required a lot of pieces that don't exist yet. On the other hand, the way on which the REW pieces allow the cloverleaf transition seamlessly into an avenue is my favourite part of this.
  11. Show us What you're Working On

    I think modding them according to the Industrial Revolution Mod by @T Wrecks would be the better idea. Start by creating a small lot which just fits around one of those individual warehouses, let PIM-X determine the stage and number of workers, and then multiply it for the bigger lots.
  12. Show us your City's Details/Close-ups!

    @Ssaidd Prypiat blocks and canals, where I have seen those before?
  13. It's an automata that includes both the car and the burglar; the solution would be to simply override the automata TGI with another automata, so the car appears but not the burglar
  14. Perfect traffic with NAM

    If what you want is to minimise congestion, the easiest way is to use a traffic simulator with higher capacity, networks with higher capacities, more redundant networking, and stimulate public transit instead of cars. It would be easier to suggest specific measures by seeing what you have now.
  15. Light Replacement Mod (LRM) v4.0 Mega Pack

    You didn't install the cones correctly, so the game is replacing them with this rainbow-coloured squares. Check your installation.
  16. Can't find it?... Ask here!

    includes a prop, I guess is a start
  17. Show us What you're Working On

    I guess we could mod the protesters automata to get something a bit more grêveious
  18. NAM General Support

    Maybe you are having an issue with your Java installation. Try using the JDK installer included
  19. Can't find it?... Ask here!

    Ugh, those "cheat lots" are the worst. Yes, they are great when you want the effects, but the game isn't prepared for them, and if you remove the lot, everything goes out of balance, specially the mayor rating and trash levels. To keep it in mind: you shouldn't try to fix the lot stats with it in a city, or you'll get file corruption of some sort because of the mismatch between savefile and plugin. And removing the lot might (but not necessarily) cause some of the city stats to go hard on the opposite direction. Probably the safest option is just to keep it there, but you can always make a backup and experiment.
  20. for future reference: "Heretic" = Tibi
  21. Road Top SubwayBus Stations

    There is another set by @hugues aroux:
  22. Help with connecting road under bridge

    Another, simpler option is to build a tunnel under the area the brigde is passing over. It would look somewhat similar to what you are trying to do with FLUPs, but with a conventional tunnel.
  23. From what I know, there are two ways to do this: render the model once again with a light source in place, which can only be done with the original model or a replica photoshop a light over the nightlight FSH textures of the existing model, which is very, very difficult to do right.
  24. Got a quick SC4 question?... Ask here!

    Both Ninja stations are intended to be used aside of the networks they serve, so they don't connect directly to anything. Think of them as platforms for busses or trains to stop by.
×