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Everything posted by Bloemkoli
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Version 1.0
7,524 Downloads
This mod was made to provide more safety to the sims on your RHW. It places guardrails combined with reflector poles on networks in the countryside. And guardrails combined with more guardrails in (sub-)urban areas. I reccomend you put this mod in the z__NAM folder. If you would like the reflector poles to appear you should download: Girafe's French Road Signs: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2576 The guardrail props are included. credits: This mod was inspired by a similar mod which placed guardrails on a few RHW networks but unfortunately isn't compatible with the new NAM Network ID's. Sadly I can't remember the author and I cannot find it on the STEX anymore. The models for the guardrails are made by "Snelwegfreak" and can be found in the sketchup 3dwarehouse. This mod would not have been possible without the NAM team, and the SC4 community that taught me everything I now about modding this game. enjoy! -
Exerpt from the "About this city journal" tab: ####################### Dear successor, For the past 10 years I have been the Mayor of this wonderful small city; the city's population more than tripled, oil industries were swapped for tourism, and fossil fuels were replaced by renewable clean energy. The railroad network was greatly extended and the Ramora Bay University of Applied Sciences (RBUAS) was succesfully established. Now it's time for me to leave office and hand over the responsibility of managing Ramora Bay to the next generation, to you. We have achieved a lot and I am eternally gratefull to our citizens for their trust in me. This will be my final report and I would like to share the lessons that I have learned and the insights I have gained with you, and highlight some important issues that will have to be taken care of in the coming decades. ##################################################################### Are you the next mayor of Ramora Bay? Check out the job requirements on steam: http://steamcommunity.com/sharedfiles/filedetails/?id=700840293 ##################################################################### Final Report 1) Infrastructure & Industry 1a#The city as seen from Highway Four. Ramora Bay is situated at the end of Highway Four, which terminates in the middle of the city. The first interchange can be found immediately after the city border; this is primarily an industrial access interchange and provides out-bound connections exclusivly. 1b#Three Highway interchanges. This interchange could potentially be expanded to service freight transport into the city as well, especially if new industrial estates are developed on the abbandoned mining sites to the west of this interchange. At the same time this would improve industrial access to commerce in the western part of the city. 1c#View from the elevated roundabout interchange. The second interchange has long been the only one in the city, and used to be very busy untill the industrial interchange was built. It was upgraded to an elevated roundabout soon after I entered office. Presently it is mainly used by residents in the south-eastern part of the city and the lumber industy on the western border of the city. The main avenue flowing south from this elevated roundabout interchange was only recently upgraded to 6 lanes to deal with increased traffic volumes. The new situation still has to be evaluated and dealt with if the situation does not improve. 1d#West-bound avenue. 1e#Southeast-bound avenue. 1f#Traffic on the upgraded 6-lane avenue heading southeast. The third and final highway interchange provides direct access to the new city core and the university. It terminates in a large roundabout to reduce vehicle speeds and is mainly used by residents. 1g# Highway Four terminating in a large roundabout. The rail retwork has been greatly expanded; 1h# Railroad overview. the external south-east and west connections were connected, and the network provide access to three freight stations and one passenger station. One freight station is primarily used by the lumber industry and another by the high-tech robotics industry that was spun off from research conducted at the RBUAS. 1hi#Lumber Industry and freight station. The third freight station exclusively serviced the ore-mining industry to the north of the city, that had been established at Ramora Bay since it foundation. It brought the city great wealth and provided it with the neccesary resources to build up its tech industries. At present however, the economically viable ore pockets have been exhausted and pockets further up the mountains have yet to attract favorable investors. The station is occasionally used to transport supporters to the sport-stadium that can be found next to it. 1i# Freight station servicing tech-industry. The external rail connection is partially disconnected from the railroad going through the center of the city; the split on the west side of city is not functional towards the south so as to not allow any external traffic passing through the city center, but forcing it to take the longer route passing north of the city between the first and second highway interchange. 1j# On top: internal and external passenger-stations. The inner-city railroad is connected to 5 passenger stations connecting (from west to east): a buisness park and the lumber industry, the expo-center, Downtown, the university and leisure district, government buildings and exernal passenger rail station. 1k# Downtown passenger station servicing the blue and green lines. The network is very well used by locals and to alleviate pressure on the rail-lines (and to connect further areas of the city through public transport), permissions have been granted to develop a bus- or metro-network. 1l# Busy 1st class coupons of a passenger train. Throughout the city there are also numerous hiking paths, promenades and pedestrian bridges improving connectivity for pedestrians and cyclists. 1m#Hiking path. ---------------------------------------------------------------------------------------------------- 2) Demography & Urbanization 2a#Highrises and Tenements have sprung up throughout the city. The city has seen a strong growth in population over the past years, tripling in just under a decade. While education and public services such as healthcare, have kept up, deathcare was neglected, resulting in a so called "dead-wave" around christmas 2024. Unfortunately not much could be done during my last two years and keeping strong immigration is adviced to increase the number of working-age adults and lower the current percentage of seniors (22,4 %). 2b#Statistical data on the "dead-wave" phenomenon To promote the health of our citizens, numerous parks and walking trails have been established throughout the city and cycling is encouraged. 2c#Pedestrian Bridge crossing the passenger railroad. Public transport is free for citizens to in order to reduce the traffic volumes and improve air quality. The university also houses a medical center on its extensive campus and provides large areas of greenspace that could potentially be transformed into sport-parks. 2d#RBUAS campus. ---------------------------------------------------------------------------------------------------- 3) Energy 3a#Going green. To improve its reputation as a tourist destination and a worldwide leader in sustainability, the exploitation of oil pockets near the coast was discontinued: the environmental risk of an oil spill, which would have devastated the weak tourism sector, and the low market price of oil rendered further investments unfeasible. 3b#Incinerators as back-up/baseline power supply. Anno 2026, the city is able to draw up to 100% of its energy and heat from renewable sources; the solar power plant near the stadium and the wind turbines on its western border provide during sunny/windy hours, and during night/windless hours, incinerators throughout the city burn garbage that cannot be recycled and leftover biomass from the lumber sector. 3c#High tech housing reducing the carbon footprint of they city. Various (costly) edicts are in place to improve energy & water efficiency, and reduce garbage production. If the treasury is running low these could temporarily be retracted since they consume up to 33% (!) of the cities expenses. 3d#City policies. 3e#Edicts consuming up to 33% of the city's annual expenses. ---------------------------------------------------------------------------------------------------- 4) Tourism 4a#Blue Heaven Although a lot has been invested, the tourism sector is still in its infancy. Promenades along the beaches and Hotels along the shorelines have been constructed. In addition the city has invested a lot in tourist attractions such as the Colossal Orders building, the Museum of Modern Art and the characteristic tower of High Interest, which dominates the city's skyline when seen from the ocean. Leisure activities have sprung up in close vicinity to the beaches and taxi's transport tourists from the intercity-station to tourist destinations. 4b#Promenades along the beaches. 4c#High Interest Tower dominating the shoreline. 4d#Public transport connecting Leisure Buildings Nevertheless it seems that most attractions are mainly used by locals who are responsible for over 99% of the sectors revenue. A wisely placed airport with good connections to the leisure districts might improve the situation... 4e# Plenty of room to build. ####################### Are you the next mayor of Ramora Bay? Check out the job requirements on steam: http://steamcommunity.com/sharedfiles/filedetails/?id=700840293 Good luck & enjoy!!!
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Version 1.0
2,368 Downloads
Description: This mod Extends the super light asphalt mod by bringing some nicer textures to your low, medium & high-wealth zones. Of course you can also use any other sidewalk mod that provides good coverage for static network pieces that are wealth-independent. Dependencies: NONE Can be combined with: - base mod by Magneto https://community.simtropolis.com/files/file/28804-super-light-asphalt-mod/ - addons by MGB: https://community.simtropolis.com/files/file/29789-mgb-super-light-asphalt-addons/ Installation: Make sure this mod loads after the used sidewalk mod and other texture-changing mods such as TGN by MGB (this mod should have at least 1 more underscore '_' in it's folder name). If for example you use the superlight asphalt mod and have named its folder like so : z_superlightasphaltmod, make sure you give this mod-folder a name starting with z__ (2 instead of 1 underscore). To slightly increase performance, remove the images. Optional: The included files found in the folder 'OPTIONAL_TULEPs_overrides' are optional and do some changes to the 'orto avenue x orto avenue' automatic tuleps (based on MAS71's work; https://www.sc4devotion.com/forums/index.php?topic=2897.msg146604#msg146604), the ploppable 'road tulep Type A1 + Intersection' piece, and the 'road tulep-Type A-Dashed' piece (see pictures). For optimal visuals drag out the avenue at least 3 tiles from the intersection without intersecting any other networks. Credits & outro: Based on the superlight asphalt mod by magneto and paengs sandstone mod for identifying texture-ID's of interest. Avenue Tuleps inspired by MAS71's mod. All textures except medium and high wealth sidewalk are based on the work of the above mentioned people. Feel free to improve and redistribute for non-comercial purposes ;-) -
MGB - Terrain Grass NAM (TGN) for Gobias Sudden Valley
Bloemkoli reviewed rsc204's file in Graphical Mods
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Hey rsc204 & MissVanleider, thanks for your comments! Texture changing mods are purely cosmetic, so I think you should be good ;-) If you install the super light asphalt mod and MGB's addons, coverage should be pretty complete, just like with Paengs (wonderful) Sandstone mod + addons. The only think that isn't compatible are the sandstone overhanging lots for corners/S-curves...
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@ APSMS: check out the screenshots -> unzoned & agricultural zones give your RHW "light" guardrails (mostly barriers on the inner side and reflector poles on the outer) wheareas low, med and high density zones give you the "heavy" version with barrier on both the outer as well as the inner side in most cases
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@ T Wrecks: Sadly only orthogonal and diagonal straight pieces are supported, I'm not a great BAT-er (the models are not even mine ) nor a great MOD-der: I haven't managed to identify the ID's of some FA pieces, and of those I could find, I didn't get the guard-rail props to show up on all rotations... However the models can be found on the sketchup 3d warehouse so somebody more able than me could make an expansion set Greetings!
