Files posted by RandyE
This is my contribution to the STEX 20K file mark. Its just a simple landmark file of the Maxis Quantum Dish. Plop it in appreciation of all the files that came before.
EDIT: JUST VERIFIED. STEX Files 20,000 Yiiiiiiiiiihaaaaaa!!!!!
This download now has 3 versions of the Quantum Dish. The original is the 1x1 Landmark found at the top of the LM menu. The LM is a functional industrial lot (stats below). The 2nd version is a 1x1 (non-functional) Park found in the Parks Menu. The Park lot can be used to place anywhere on a map without needing road and power connections and will not dilapidate. The LM and Park lots are identical but can be differentiated by clicking on the lot with the query tool.
The stats for the 1x1 Park lot are the same as for the Open Grass Area park with light park effect and negligible pollution.
On the morning of February 10, 2017 I noticed the counter was at 19,999 and I had been working on making a functional landmark from the Maxis Quantum Dish. I quickly threw together a zip-file to upload so I could claim the fame of having the 20,000th upload to the STEX. I've further developed this download, adding 2 more Quantum Dish lots and a Simtropolis lamp-post sign.
The 13x2 Simtropolis Lamp-post sign is a hand-printed souvenir for fans and colleagues of Simtropolis. It is found in the Parks menu.
Quantum Dish 3x3 Network Roundabout
This lot is lavishly gardened and lit with lamps. Each side of the lot is connected to the street network so cars will pass through and drive around the roundabout. The street overlay textures are included in the folder with the lot. These may be used in other lots but references to the textures should be maintained to prevent duplicate loading of the textures. If another lot uses the textures a message should be included instructing to delete multiples of the same .dat file.
Landmark Effect: 25 over 15 tiles
Park Effect: 15 over 20 tiles
Quantum Dish 1x1 Landmark Lot
Lot Size: 1x1
Type: High-Tech Industrial Machinery Building
Lot based on Big Ben 1x1 Landmark.
Query: Industrial, Quantum Dish
Query Sound: Machine Lot
Menu Icon: Landmark Menu, purple background.
Jobs: High-Tech 84
Monthly Cost: 0
Monthly Income: 20
Plop Cost: 20
Bulldoze Cost: 0
Landmark Effect: 40 over 20 tiles
Park Effect: 10 over 20 tiles
Mayor Rating Effect: +7 over 100 tiles
Power Consumed: 20 MWh
Water Consumed: 20 Gallons
Air Pollution: 0 over 0 tiles
Water Pollution: 1 over 2 tiles
Garbage: 2 over 0 tiles
Choose which lots you want to use by folder name, delete any not used and delete the readme and preview html files.
Place The 'Quantum Dish STEX 20K V3' folder in your user Plugins folder.
In Windows the user Plugins folder is found in \<username>\Documents\SimCity 4\Plugins
No external dependencies, Maxis night-lighting on Simtropolis Lamp-post Sign and 3x3 Networked Quantum Dish
This file includes a collection of novelty region maps for SC4.
NOTE: The file includes only the Donut map. The other maps will be added soon
Also included is a readme.txt file and an HTML file with info and resources for map-making.
Install instructions for the Donut Region:
1.) Launch SC4. In Region View Create a New Region. Name it 'The Donut' or whatever you want. Save the region by clicking Create Region and exit SC4.
2.) Navigate to your Regions folder in your user profile under SimCity 4. In the Regions folder is now a new folder named The Donut, or whatever you named the Region. Inside the folder are two files: config.bmp, region.ini. Delete the config.bmp file and replace it with the one found in the unzipped folder. Leave the region.ini file as it contains the name given to the region.
3.) Re-launch SC4 and load the Donut region. In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner.
4.) Navigate to the location of the 'Grayscale Heightmap' subfolder and open the file 'Z_Donut_833x769.bmp'. The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete.
5.) Before starting a new city, the terrain may have to be raised by one increment in the large cities to give you plenty of area to build on, depending on what terrain mods are installed.
Thanks to @CorinaMarie for some helpful critique, technical details and editing on this project. For more discussion of methods of making maps see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4
The grayscale height-map could be 8-bit and 256 shades of gray, but it must also be 'indexed' specifically as a grayscale image otherwise SC4 will simply render a flat region.
Previews: (1) Clouds (2) Stars (3) Forest (4) Streets (5) Ocean (6) Snowfall (7) Cityscape
17 Folders of Background Sets for SC4 These are 17 sets of backgrounds for the City (Mayor) view that are easily installed, changed, or switched back to the default blueprint grid background that comes with the game. I've included a high contrast version of the default so the grid can be seen clearly. Each of the 5 background files in each folder corresponds to a zoom level from the widest overview to narrowest close-up view in the game.
The default backgrounds included with the game are found in the form of 5 .png graphics files named Background3D0.png through to Background3D4.png in the SC4 install directory under Plugins. Before using the replacement sets of backgrounds make a backup copy of the 5 default files that come with the game. I zip them up in a zip folder and leave them in the Plugins folder for easy access.
Further Instructions for Installing Region and City View Backgrounds
Initially, I found a set of solid color backgrounds which demonstrated how easy it is to create and switch backgrounds, so for the basic instructions and a solid color set refer to the file Custom Region View Backgrounds which includes solid colors for the region view as well as the city view. Custom Region View Backgrounds
Creating the Backgrounds The cloud and star pictures were adapted from seamless background textures found in the commons. All other pictures are adapted from SC4 graphics, and previews as created using the in-game terra-former.
The following details are not necessary for installation and use of these backgrounds but are provided for further interest in the topic. City View Backgrounds Technical Details There are 5 backgrounds in each folder for each of the 5 zoom levels from 0 to 4. In the game there are actually 6 zoom levels but the same background is used for zoom 5 (4) and 6.
For the cloud backgrounds and mostly for the star backgrounds I did not adjust magnification as the sky and stars normally appear fixed in the sky from ground perspective.
The cloud backgrounds are high brightness which may be further adapted using a paint program. The textures will maintain their form for a variety of changes to saturation and hue, brightness and contrast.
Each zoom level 'in' from the outermost zoom is 2x in magnitude, so each zoom 'in' is twice as close as the previous zoom. The backgrounds are 128x128 pixels .png formatted at 16m colors.
The magnifications are 2048 (16x), 1024(8x), 512(4x), 256(2x), 128(1x) for the canvas sizes. 512 pixels = 1 kilometer and 2048 pixels = 4 kilometers total for the large tile.
The picture you start with will be transformed into the isometric view in the game. Vertical and horizontal lines are shifted to an isometric flat plane background so some adjustments must be made to keep lines vertical and horizontal.
Vertical lines are achieved by subtracting 22° (90°-23°=67° ). So if you have a picture that has right angles, vertical shapes that you want to appear vertically in the city view, subtract 23°, or rotate 23° to the left to get the picture upright.
Horizontal lines change slightly with zoom level above zoom zero, they will appear parallel at zoom 0, but slightly obtuse from zoom 1 to 4. The horizon can be brought back parallel by subtracting 5° from zoom zero through to zoom 3. I did not bother adjusting the horizontal as my backgrounds conform to the isometric horizon of the game view, skewed only slightly by 5°.
Zoom 0: 30° (isometric)
Zoom 1: 35°
Zoom 2: 40°
Zoom 3 and 4: 45°
The city view rotation is around a square as similar to the axis of a compass. The vertical lines become horizontal when rotated east and west, but remain vertical north and south.
I noticed a slight stereoscopic effect at zoom 3 on the Heavy Starfield background.
If you focus your eyes beyond the screen you may see SC4 in 3D field perspective.
The effect is similar to autostereograms: "An autostereogram is a single-image stereogram (SIS), designed to create the visual illusion of a three-dimensional (3D) scene from a two-dimensional image."
Please use the comment section below or PM if any questions, critiques or problems installing and using the backgrounds.
This lot uses the maximum number of props allowed on a lot. The props are listed as: LotConfigPropertyLotObjectData, starting with 0x88EDC900 and ending with 0x88EDCDFF for a total of 1,280 props. Source: SC4 Devotion Forum
The included road and parking overlay textures are the same as in my recently updated Quantum Dish download which has another version of the 3x3 Roundabout. If both are used then delete one or the other file named 'OverlayTexturesCivics_Network.dat'. The overlays may be used freely as long as a message to delete multiples of the same .dat file is included.
EDIT NOTE: All the network connections are for 'streets' (in gray) so you have to drag a street from the lot edge. If you surround the lot with 'roads' (in black) they won't automatically connect and you can't drag roads out from the edge.
The Llama Reserve and Nature Park
An 11x13 lot with Maxis animal animations of llamas, cows, horses, giraffes, bucks and pigeons (which rarely appear, if at all). High park effect in local area. Minimal pollution. Network and transit enabled. Uses 200 mwh of power.
The Llama Statue Roundabout
A 3x3 lot with a llama statue built from the Maxis rock props. This lot uses my road overlay textures to create a roundabout connected on each side to the network. High landmark effect. Minimal pollution.
The domestic llama statue was modelled from a picture by Kim Foster and is included under the Creative Commons Attribution 2 Generic License. Source: https://commons.wikimedia.org/wiki/File:Domestic_llama_(2009-05-19).jpg
To install delete Previews and text files, place the 'Llama Reserve Nature Park V1' folder in your 'user documents/ SimCity 4/ plugins' folder.
The Previews above from left to right show,
1) Atlantis as SC4 Mapper displays it in Region view,
2) The config.bmp file as it was enlarged and used as the shape of the island,
3) The grayscale map made from the config.sys file with a hill and 2 inland lakes added,
4) A map of the Region as seen in SC4 Mapper,
5) A partially re-textured region as cities were loaded and saved from the SC4 Mapper Region view,
6) The default texture generated by SC4 when the grayscale is manually loaded using CTRL+SHIFT+ALT+R, and,
7) A view of a partially developed region.
Atlantis is a fictional island world from Ancient Greek mythology, initially popularized by the philosopher Plato who composed modern ethics and ideals into his revised stories of Atlantis. The region is mostly flat land with lots of access to water.
This download includes both an .SC4M file, and an 8-bit .bmp, 256 indexed grayscale heightmap, config.bmp and region.ini files. The grayscale map can either be manually installed or imported into SC4 Mapper or SC4 Terraformer to generate an .SC4M file that you may prefer to work with. The above preview images and basic instructions for manual installation also included.
EDIT Feb 28, 2017
An alternate Atlantis map can be found below. The grayscale can be rendered in SC4, or loaded into SC4 Mapper. The map below may be considered to be more specific to the story, or at least to the popular versions of it. Its a flat map made up of concentric circles divided into sections.
For more info and discussion of methods of map-making and installing see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4 by @CorinaMarie
There are now 2 files in this package which I will refer to as the 'original' and the 'new' file(s).
The original file is still in the package. It is a file that I re-edited and works as intended, a flat blank tile with unlimited simoleons, but after I heavily terra-formed the map and began building a city, I noticed some inconsistent behaviors of the simulation which may be the result of it being optimized as a 'trainer' with all buildings and ordinances available.
The original file is intended for the purpose of introduction to the complete set of goodies in the SC3U game, and to make it easy to get started using all the features, especially for focus on creativity. The original file does not have a coastline which is required for use of the desalinization water pump and for creating seaports.
The new file (V2) is more for the gaming aspect, it is a fresh-started city without any of the goodies 'cheated' into the game. It is also a 'trainer' in that it starts with 1,000,000,000 in funds, but you must 'earn' the rewards as you build and manage the city. The new file is clear of any other modification which may interfere with the operation of the simulator so is a better example for those more interested in learning how to 'play' SC3U.
Note: Some rewards may not appear as they are triggered by reaching a certain amount of funds. To enable all Rewards use Ctrl + Shift + Alt + C and type 'pay tribute to your king' in the cheat box.
The new file includes a coastline on which the desalinization water pump will work and for creating functional seaports, includes a bit of vertical terraforming in one corner, but is otherwise flat and blank.
Thanks to @CorinaMarie for generating the new file which I then terra-formed, and which she then tweaked the extra funding into.
Thanks to @catty-cb for providing a directory of SimCity Knowledge Tree Cheats.
To install either or both city files for Windows unzip and place the files(s) in '..\..\SimCity 3000 Unlimited\Cities\'. This is where to navigate to in the game to load or save a city file.
Also included in the zipfile is a Windows icon which can be registered in the system as the icon for all '.sc3' city files. The icon was extracted from the SC3U.EXE application.
The last preview is of a 3rd city file I am working on without any cheats, mods, tricks, or extra funds, starting in pure SC3U vanilla mode. The animation demonstrates how dynamic the dilapidation and abandonment can be, with the RCI demands jumping up and down rapidly. If using 'swallow' speed, watch utilities as they can wear down very quickly.
The Regional Fire Station was made for building cities in which designing is more important to the user than civic operations, reducing the need to place and monitor public safety buildings. The Regional Hospital is an additional building for the same purpose. I have used the Ice Cream Truck to represent ambulances as there is not one in the Maxis props in LE, so although it may seem a stretch of the imagination, ice-cream at least associates to comfort for most people.
The building props are mostly from the Disease and Advanced Research Center and Airport to maintain a modern theme that could also be applied in a futurist setting. The radius and capacity are adjusted to cover most of a large city tile. A Regional Police Station has been added to this download completing this set of public safety buildings, and an HTML Preview file added featuring the 3 lots.
Patient Capacity: 12800, Radius: 2800.
Landmark and Park Effect: 20, 10.
Pollution 10, 5.
Maintenance Cost: 800
Regional Police Station
Dispatches 25 cars,
Strength 200. Radius: 2800.
Jail Capacity: 200.
Protection Cost: 400.
The Regional Fire Station covers nearly an entire large city tile with moderately strong fire-fighting strength. If placed in the center of the large tile its radius reaches close to the tile edges. This station would also fit well in appearance and strength as an airport fire station.
Plop Cost: 5000
Protection Cost: 400
Center Strength: 250
Total Dispatches: 8
Dispatch Center Strength: 200
Dispatch Radius: 2000
Exterior Strength: 200
Air and Water Pollution, Garbage, 5, 3
Located under fire stations in the civics menu with a bright red engine icon.
All Maxis props and lighting, no dependencies.
To install copy and paste the Region Public Safety folder into your User\Documents\SimCity 4\Plugins folder. (delete the readme and preview files).
Provides lighting, parking, news-stands, food-carts, benches, and pigeons.
Plop Cost: 150
Bulldoze Cost: 80
Monthly Cost: 25
High Wealth Park
Air: -5, radius 5
Water: 2, 2
Garbage: 1, 1
Park and Landmark Effects: 30, radius 15
Anti-Pollution Grass Park 1x1
Medium Wealth Park
Plop Cost: 50
Bulldoze Cost: 10
Monthy Cost: 10
Air and Water -50 over 20,
Garbage and Radiation -5 over 5.
Park and Landmark Effect 10 over 10.
Build trees on top of grass to increase land value.
Install to user Plugins folder under SimCity 4 in Documents folder.
5 Various maps of the Earth for rendering in SC4, and including one SC4M file.
MAP FILES INCLUDED: Folder: Earth Grayscale Heightmaps
All files listed above and below are in the same sequence as the previews.
Earth Signature 1x1
Earth Hemispheres 1x2
Earth Squared 2x2
Earth Continents 2x3
Earth Relief 2x3
The following text is contained in the zipfile in readme.txt and HTML.
INSTALL the REGIONS Folder: SC4M Earth 2x3 Relief
I have included an .SC4M map of the '05_Earth_769x513_2x3_Relief' map in a new folder. To load the map in SC4 Mapper, click on 'Create Region' and select 'Grayscale'. SC4 Mapper creates the city files and a config.bmp file by default, but not a region.ini file. A region.ini file is included in the folder which may be cut and pasted into the Region folder SC4 Mapper creates. Included above are 2 new previews (to the right) showing an image from SC4 Mapper, and the rendered map in 'SC4 Region View.'
FOR ALL OTHER MAPS using the SC4 in-game Map Renderer
From the unzipped 'Regions' folder select any or all of the sub folders, cut and paste into your user '/Documents/ SimCity 4/Regions' folder. Each of the Regions will then appear in your 'Region' menu in the game with the same name as the folder. Each folder contains a region.ini file and a config.bmp file, defining the name and layout of the region.
The 'Earth Signature' region is a 1x1 large city tile, containing only one large blank terra-formed tile. This folder also contains 1 city file (662k) named 'City - New City.sc4'. This region does not have to be rendered and may be viewed and used immediately in the game. The city has not been 'Start'ed so is still named 'City - New City.sc4'.
All other region folders only contain the region.ini and config.bmp files, the maps must be rendered in SC4 region view using the included grayscale heightmaps in .bmp (256 indexed grayscale 8-bit) format.
The grayscale heightmaps in this package were hand designed for use with the SC4 in-game map renderer using a popular color relief map. If you use SC4 Mapper or Terraformer, smoother surfaces and smaller file sizes may be achieved, but elevation interpretation is different, generally the water level is one increment shallower, some land area may go under.
Instructions for rendering the maps with SC4 can be found at the bottom of this page.
SCALING in SC4 3D SPACE: The maps are not proportionally scaled either horizontally or vertically, they only represent a general idea of area and height.
Horizontally, the term 'tile' is used for both the grid of squares in the city view and the grid of cities in the region view. One city view tile is 16m x16m, and one large city tile in region view is 4km x 4km.
Grid lines in city view may be toggled on/off by pressing the 'g' key. Grid lines in region view may be switched on/off by checking/unchecking 'Show City Boundaries'.
Vertically, buildings are scaled in (cubic) meters, but land area and elevations are more often very disproportional. In my 'Earth Relief' map one increment of land in region view is about equal to 1800m, so 5 increments from sea level is the highest point on Earth at near 9000m.
There are 62 (62 x 1800m) increments from the bottom of the sea in SC4 to the top of its 3D space, sea level cannot be raised or lowered from its 6 increment setting. In terms of my 'Relief Map' then 6 x 1800m is the deepest surface below sea level at 10,800m, almost 11 kilometers. Actual scientific measurements indicate about the same depth.
Consistently, the top of SC4 space is (62 x 1800) 111,600m, about 112km above the solid surface of the Earth. Objects below about 160km in orbit are considered to be below "Low Earth Orbit". The International Space Station orbits at about 3 times the height of SC4 space in the same spherical area defined as the 'Thermosphere' of the Earth.
INSTALL INSTRUCTIONS: 1.) Launch SC4. In Region View use the Load Region scroll menu to locate and open the region you want.
2.) In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner.
3.) Navigate to the 'Earth Grayscale Heightmaps' subfolder in the unzipped 'SC4 Earth Maps 256 Grayscale' folder.
4.) Scroll to the bitmap (.bmp) corresponding to the region you have selected and click 'Okay'. (The exact file names of the region and map must match)
The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete.
This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate.
Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator
You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the re-lot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon.
Lot Size: 5 (width) by 6 (depth)
Water Produced and Treated: 1,000,000 cubic meters per hour.
Pollution Reduction: -1200 over 300
Plop Cost: 25,000§
Maintenance Cost: 10§
Jobs: 15§, 290§§, 15§§§
Moderate Landmark and Park Effect.
Transit and Network Enabled
Power Consumed: 200 MWh (megawatt hours)
Dependency: Included base texture .dat file.
FOLDER: Radical Water Pump and Pollution Reduction V1
File: List of Alternate Water Systems.txt
File: Preview and Install.html
SUB-FOLDER: Radical Water Pump and Pollution Reduction
This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below:
Base Textures Vol 1.1: Elements, for SC4 1.1.0
SUB-FOLDER: 500 MWh Power Generator 1x1
I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant.
The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile.
The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below:
Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie
The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below:
UtilityRadius TrafPollution Modd by @RalphaelNinja
The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago.
Lot Editor: Beginner's Tutorial by @jbbry232
To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder.
To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above.
● Combines Maxis City College and Radio Station Reward, transmits on KSIM frequency at 1420.5 MHz.
● Student Capacity: 7,200. Monthly Cost §1,000. Plop Cost: §900. Landmark Effect: 25 over 20.
● School EQ Boost: 38, Mayor Rating Effect: 50 over 440. Network and Transit enabled.
● Inspired by the 'school of radio station 1' by 'people of NYC'
Immediate mass communication began at the beginning of the 20th century with radio; generations since are the children of the "school of radio station". I was thinking of Pablo Picasso, arranging the Maxis props like a cubist. It is claimed that when he first viewed the pre-historic cave paintings in Lascaux, France he said, "We've done nothing better since". The KSIM frequency at 1420.5 MHz refers to the Wow! signal received from interstellar space Aug. 15, 1977.
Install: User Documents SimCity 4 Plugins
Copy and Paste the unzipped *title* folder into *user*\Documents\SimCity 4\Plugins. Delete readme and preview files. Menu icons will appear in-game for the associated lots.
On the STEX you'll find several different kinds of power plants representing a variety of post-doctorate theses on the advance of energy technology. The Energy Data Packaging Plant represents my contribution to the plausible power plants collection.
This plant packs more energy data into subatomic particles. Nuclear structure remains intact and the laws of thermodynamics are not broken, you just get more "bang" for your boson, thus, the Energy Data Packaging Plant generates 4X the power of the hydrogen fusion core using the wind turbine as its examplar. H2O is produced equal to the volume of a large water pump.
Well-educated technicians and maximum funding are recommended as a 2 picosecond delay before the acceleration of light must be maintained to prevent a supernova reaction.
All props and lighting are Maxis dependent.
INSTALL: Add the 'Energy Data Packaging Plant' folder containing the lot file to your 'User\ Documents\ SimCity 4\ Plugins' folder.
The animated preview above shows the 5 zoom levels of SC4 trimetric projection. The water connection preview shows where to connect the pipe.
An application for post-nuclear technological civilization.
8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance
The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.)
Dependencies: Base Textures Vol 1 Elements for metal base textures.
FOLDER: Cosmic Neutrino Power Plant
There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs.
What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines.
For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth.
This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy.
Dedicated in memory of March, 11, 2011.
To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
These textures are freely useable and distributable for any SC4 user created content, if they are used in lot-making it is better to refer to them as a dependency and link back to this file to keep file space on the STEX free of mulitiple repeated content. The texture data file is located in the FOLDER: Elements Textures DAT, 3 sample lots are in the FOLDER: Elements Sample Lots, and 1 7x8 test lot showing all 55 textures is now included in the FOLDER: Test Lot 7x8 Park. Also included are the 2 previews showing all the textures and this text in readme.txt and HTML.
The texture '.dat' file size is 498K with 55 textures. This volume is called 'Elements', including diagonal, broken, patterned and squared stone, dirt, grass, metal, pavement, sand, water and wood. Also included are 3 sample lots found in the Parks Menu, each have been made functional for radical purposes of helping with start-up cash, reducing pollution and garbage, and recovery from nuclear meltdown.
DAT FILE INCLUDED:
FOLDER: Elements Textures DAT
FOLDER: Test Lot 7x8 Park
This is one lot with all 55 textures in a 7x8 grid. This lot may be used to preview the textures in-game, then delete.
FOLDER: Elements Sample Lots
1.) Subfolder: Patterned Grass (Anti Pollution)
Menu description: Base Textures Elements (Anti-Pollution)
Vol. 1: Grass Texture. This lot is a sample which also provides some radical relief from pollution and garbage.
2.) Subfolder: Color Reg Mark (Radiation Reducer)
Menu Description: Base Textures Reg. Colors (Anti-rad.)
Vol. 1: Elements, Use this lot as a registration mark for color and contrast. In RGB, Red (255,0,0), Green (0, 255, 0), Blue (0, 0, 255), and Gray 50% (127, 127, 127). This lot will radically decrease radiation. Use this lot in the event of a nuclear power plant meltdown. When you plop this lot you will see the Maxis 'Sparkles of Purification'.
3.) Subfolder: SC4 Logo (50K Business Deal)
Menu Description: Base Textures Elements (Bus. Deal)
Vol. 1: Elements. 55 Textures: Stone, Dirt, Grass, Metal, Pavement, Sand, Water, Wood. Use Lot Editor to see all the textures. This lot will radically increase your income by 50,000 Simoleons a month, Use this lot to help get your city started, then bulldoze it. When you plop this lot it will appear as a 'Business Deal' in your budget panel.
INSTALL the TEXTURES and SAMPLE LOTS
To install the sample lots copy and paste the 'Elements Sample Lots' folder into your User\Documents\SimCity 4\Plugins folder. The sample lots are found in the Parks Menu.
To install the textures copy and paste the 'Elements Textures DAT' folder into your User\Documents\SimCity 4\Plugins folder.
ABOUT the TEXTURES, INFO FOR LOTTERS and GAMERS
The texture images are derivatives of images from a variety of commonly, freely shared sources, hand re-worked for use with SC4. The design of the textures leans toward lower contrast, saturation and brightness as more usual in realism, and for dimmer screens.
If using them for creating and distributing SC4 lots the '.FSH' file may be extracted and included as a '.DAT', but don't re-distribute changed associations between the image and the ID (instance) as that could impact another user of the file. No crediting is required, but no claim of original artwork should be made if redistributing them with SC4 lots.
The Texture ID Range was assigned by the BSC Texture Index at SC4 Devotion. http://sc4devotion.com/forums/index.php?topic=2101.0 To redistribute variations of the textures or to make your own, request and use a unique personal Texture ID Range at SC4D.
No dependencies. All lots are 5x5 ploppables in the Reward menu, available at the start, and are network and transit enabled (capacity: 100) Maxis lighting.
This project is inspired by the first version of SimCity (Classic) now called 'Micropolis' developed in the 1980's and released as open source. The 7th preview is an image of a session of playing the Java version of Micropolis that is freely downloadable from github.com.
In Micropolis there are only three same-sized squares for RCI zoning. I've used the reward system in SC4 to re-lot all 6 of the large commercial office buildings, 2 of the largest high-wealth residential, 1 of the largest high-tech industrial buildings, and 1 agricultural building. All the lots are the same area size like in Micropolis.
The queries are the same queries used for the buildings as grown in the game. The associated reward will only be indicated in the reward menu as the item is selected and plopped.
The lots contain code for both the reward and the replacement building so apparently the lots provide the benefits of the reward as well as the operation of the building. The intent of making these lots is providing access to the buildings so the reward function was not evaluated, but the queries do report capacity usage for the replaced building --no 'goofy stat' for the reward.
NOTE: Residential ploppables may indicate some usage initially, but will quickly degrade to Abandoned Due to Commute Time so are not functional as Residential.
Previews of Buildings Featuring Terrain Mods (see Preview and Install.html in zip file)
Terrain Resources Listed in: Cori's Terrain Shoppe
Descriptions of the 10, 5x5 Large RCI and 1 Civic Building are included in the zip file:
The buildings appear in the reward menu with a unique menu icon, the building and reward names. The Opera House, Farmer's Market and Tourist Trap rewards also appear in the Parks menu.
• Van Prooijen Trading: Commercial: Convention Center
• Ong Condos: Residential: Major Art Museum
• Hurt Enterprise Headquarters: Commercial: Tourist Trap
• Hogan, Wallace, and White Insurance: Commercial: Resort Hotel
• Cahalane Communications: Civic: Bureau of Bureaucracy
• Lind Entertainment: Commercial: Stock Exchange
• Byall Tower : Residential: Opera House
• Tubing Facility: Industrial: Advanced Research Center
• Alvin's Acres: Agriculture: Farmer's Market
• Pedriana Pharmaceuticals: Commercial: TV Station
A stage 8 CO§§§ building in the Chicago tileset. Capacity: 7,103
I've given this lot project the name MicroProject and made a logo for identifying the lots in the Reward and Parks menus. Each lot appears near the original reward, with a building icon and the logo overlay. The original reward is not replaced. The re-lots are available at the start of a new city.
Wiki SC4Devotion: http://www.wiki.sc4devotion.com/
Wikia SC4: http://simcity.wikia.com/wiki/SimCity_4
I re-worked the Traffic Control Center and added 6 more 2x2 Park Menu lots that can be used in the the NAM avenue roundabout. There are 3 more 'Control Tower' themed lots, and 3 different park lots, one is an amusement type using the Maxis Tilt-a-Whirl ride, one a forested rest-place with a gazebo, and the other a decorative grassy park. All the lots use Maxis props and lighting, and have unique Park Menu icons.
All lots have the same stats:
Park Effect: 10 over 10, Landmark Effect: 20 over 10.
Power Consumed: 20 MWh, Water: 10 gph.
Monthly Cost: 50§
Minimal water and air pollution.
The landmark effect is a bit higher as they are feature parks, the 'Control Tower' lots having an imaginary civic function in controlling city traffic. The roundabouts are part of the Network Addon Mod (NAM) which is specialized for transit and traffic networks, but the lots are stand-alone and can be used separately as park lots. If using the NAM bulldoze the default lot in the center of the avenue roundabout and plop one of the 2x2 lots. Any 2x2 lot can be used.
The dependency file is located on SimCity 4 Devotion (SC4D) on the following linked page:
Maxis Lot Editor (LE) Tool and Addons
Alternatively, the file below may be used instead of bldgprop_vol1.dat. It is a better option as it combines access to all the Maxis buildings as props and adds a better hover query showing the lot name.
The above dependencies must be installed in your game application Plugin folder.
To Install this package:
Place the 'Roundabout Variety Pack Lots' folder in the zipfile to the 'SimCity 4\Pulgins' folder in user 'Documents'.
These Business Deals have been modified from the originals and appear in the reward menu at the start of the game. The negative mayor rating effect has been reversed to a positive effect, the amount of income increased and positive landmark and park effects and jobs added. The impacts of pollution, crime, and radiation have been radically reduced or completely removed, and other positive benefits added such as cap-relief and transit. These rewards may now be used safely to add income to your budget. Each deal/reward has a color-coded menu icon and is separate from the original which will still appear as usual according to the game..
Eco-Friendly Toxic Waste Dump
Business deal income: §200. Same job demand as Advanced Research Center. Slight landmark and park effect. Minimal pollution, no radiation. Power and water consumed: 200. Mayor rating effect: 8, 440
Humanitarian Army Base
Business deal income: §440. Cap relief: 100,000 I-M Jobs. Same job demand as for Army Base. Moderate landmark and park effect. Mininmal pollution, no radiation, minimal crime effect. Power and water consumed: 300. Mayor rating effect: 8, 440
Particle Testing Range
Business deal income: §580. Same job demand as Advanced Research Center. No missile launches. High tech boost. Slight landmark and park effect. Minimal pollution, very slight radiation. Power and water consumed: 220. Mayor rating effect: 8, 440
Social Rehabilitation Center
Business deal income: §140. Same job demand as Prison deal. Transit Capacity: 200. Slight landmark and park effect. Minimal pollution, minimal crime effect. Power and water consumed: 180. Mayor rating effect: 8, 440
Digital Gaming Center
Business deal income: §320. Same job demand as Casino. Transit Capacity: 300. Creates taxis. Moderate landmark and park effect. Minimal pollution, minimal crime effect. Water and power consumed: 280. Mayor effect: 10, 400
Business deal income: §620. Same job demand as Spaceport. No shuttle launches. High-tech boost. Slight park and landmark effect. Minimal pollution. Water and power consumed: 360. Mayor rating effect: 12, 400
Area 5.1 Amusement Park
Business deal income: §910. Cap relief: 100,000 I-M Jobs. Same Job demand as Area 5.1 Base. Transit Capacity: 500. Creates taxis. Slight park and landmark effect. Minimal pollution, very slight radiation. Water and power consumed: 380. Mayor rating effect: 10, 400
Includes 2 Garages, 3 Bus Stations 3 Parking Lots, a Bus Loop, 1x1 filler lot and a Taxi Stand. All lots found in the Transportation Menu indicated with color-coded icons.
Dependency: SHK Parking Pack Required on all lots in this zip-file download for the base textures, lighting, many of the props, and most vehicles.
Jobs: 6§, 50§§, 6§§§. Modular Parking - Asphalt - Parkade 3x3. Capacity: 5800. Plop: 650§, Monthly: 240§. Landmark: 20, 10. Pollution: 5, 5 Air/Water/Garbage. Consumption: 20 MWh/Gal. Transit and Network enabled.
3x5 Bus Loop
Jobs: 6§, 60§§, 6§§§. Modular Parking - Asphalt - Bus Loop 3x5. Capacity: 3200. Makes Taxis. Creates 72 Jobs. Plop: 980§, Monthly: 260§. Landmark: 20, 15. Pollution: 10, 5, 5 Air/Water/Garbage. Consumption: 50, 20 MWh/Gal. Transit and Network enabled.
Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parkade 3x2. Capacity: 4800. Plop: 420§, Monthly: 180§. Landmark: 20, 10. Pollution: 5, 5 Air/Water/Garbage. Consumption: 20, 10 MWh/Gal. Transit and Network enabled.
3x3 Parking Lot with Transit
Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - Parking 3x3. Capacity: 400. Car Queue. Makes Taxis. Creates 54 Jobs. Plop: 250§, Monthly: 150§. Landmark: 10, 10. Pollution: 5, 5. Consumption: 10, 5 MWh/Gal. Transit and Network enabled.
1x1 Parking Lot Filler
Modular Parking - Asphalt - Filler 1x1. Plop: 100§, Monthly: 50§. Landmark: 5, 5. Pollution: 2, 2. Consumption: 5, 5 MWh/Gal.
1x1 Bus Station and Taxi Stand
Jobs: 6§, 40§§, 2§§§. Monthly Income: 100§. Business Deal, Capacity: 800. Makes Taxis. Creates 48 Jobs. Plop: 500§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal. Transit and Network enabled.
3x3 Pay Parking
Jobs: 6§, 40§§, 6§§§. Modular Parking - Asphalt - PayParking 3x3.Monthly Income: 120§. Business Deal. Capacity: 600. Plop: 280§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled.
3x3 Park and Ride
Jobs: 8§, 50§§, 2§§§. Modular Parking - Asphalt - Bus Stop 3x3. Capacity: 1400. Makes Taxis. Creates 60 Jobs. Plop: 400§. Monthly: 140§. Landmark: 20, 5. Pollution: 10, 5. Consumption: 50, 10 MWh/Gal. Transit and Network enabled.
3x1 Bus Stop
Jobs: 5§, 10§§, 0§§§. Modular Parking - Asphalt - Bus Stop 3x1: Capacity: 900. Makes Taxis. Plop: 180§. Monthly: 100§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 30, 10 MWh/Gal. Transit enabled.
1x5 Bus Stop
Jobs: 6§, 40§§, 1§§§. Modular Parking - Asphalt - Bus Stop 1x5. Capacity: 250. Makes Taxis. Plop: 240§. Monthly: 120§. Landmark: 10, 5. Pollution: 5, 5. Consumption: 40, 10 MWh/Gal. Transit and Network enabled.
3x3 Parking Lot
Jobs: 6§, 40§§, 8§§§. Modular Parking - Asphalt - Parking 3x3. Plop: 260§. Monthly: 120§. Landmark: 20, 10. Pollution: 5, 5. Consumption: 20, 10 MWh/Gal.
To install copy and paste the Modular Asphalt Parking Bus and Taxi Ver. 2.0 folder into your User\Documents \SimCity 4\Plugins folder. Move or delete the text/html files and Previews folder as these should not be stored in the Plugins folder.
This is a relot of the Transamerica Pyramid by ed_diaz (2004). The 7x7 lot size, specifications and menu description are maintained as is. The building and lot are Maxis-lighted and the lot is transit and network enabled.
The model file is in the original zip package which includes landmark and ploppble versions.
To make this relot work you only need the model file:
Put the model file into this Transamerica Pyramid Relot folder with the 0A0_Transamerica Pyramid Landmark_ReLot_a4f2be46 lot file, and then into the plugins folder. (delete this readme.txt)
If you want to have the fountains working at nite for a dazzling effect of light and splashing water download Peg's 24/7 Mod below:
For reference to the building, its place, specs and history, visit the above linked file location.
The Seaport Re-lot file is based on the stage 3 seaport as saved from the Maxis Lot Editor. I could not save and load either stage 1 or 2. The maximum capacity was realized for stage 1 in-game but no upgrade was automated.
There are 2 lots in this zip file. One lot is the seaport at stage 3 as is, and the 2nd lot is the expanded version I made using the Lot Editor. The user interface of both lots report about 50% efficiency, but neither reports any usage of capacity.
According to the BSC Seaport Controller "If your seaport funding is 100%, and the usage exceeds 95%, the seaports will upgrade on their own."
BSC Seaport Development Project Version 3.1
However, with the PEG CDK Seaport Controller also installed, no such effect was realized. As well, prior to installing either the BSC or PEG mods, the seaport did not upgrade automatically.
Following is a list of resources used in the creation of the preview images:
Drunken Water Mods, The Blues and Greys. In HD!
PEG CDK3 SP Container Seaport 110
Lighthouse 2x2 Lot Pack 1.0.1
Stanley Seawalls 1.0.0
BSC Ploppable Ships (v1.0)
Container Carrier 1
PEG CDK3 SP Ploppable Ships Pack 1 1
Authentic Shipping Containers 1.0
Neither of the 2 lots in this zip file replace the in-game stage 1 seaport and will appear in the seaport menu with their own unique icons. The stage 1 seaport should be used as the primary seaport for the purpose of moving freight. The stage 3 lots are intended more for the purpose of creating an active and visually complex seaport.
• Elongated shape to extend the radius of park and landmark effects, set at 90% for both over 20 tiles.
• Illumination of area in Maxis night-lighting, adding contrast to night scenery.
• Blinking light, pigeons, sparkle effects and people animations.
• Original sculpture made from Maxis rock block props.
• Custom query based on tutorials and a sample lot file by Equinox and Daeley (2005) found on Simtropolis and SC4 Devotion,
• Addition to Park Menu ploppables, no external dependencies.
• Note: the 'Bulbs Changed' Goofy Stat. is not programmed, its simply a static number written on the menu graphic.
Place the 'Promenade_of_Light_Plaza_3x16.SC4Lot' file in 'username'~/Documents/SimCity 4/Plugins folder. Start SC4 and look for the lot's icon in the Parks Menu.
The zip now contains 2 independent lots so:
For the working fountain plaza also place the 'Promenade_Fountains_Plaza_3x16.SC4Lot' in the same folder, or choose either one as each one stands alone.
Contains 9 2x2 lots to choose from. Each lot has a different character, animation, and a variety of props from SC4 Deluxe.
All lighthouses cost 4000§ (Simoleons), earn 100§ a month, slightly reduce air and water pollution nearby, and have a moderate local park and landmark effect.
All lighthouses are in the Reward Menu and are available for immediate plopping. The Maxis Reward lighthouse is not replaced and becomes available as usual.
No External Dependencies:
The dependencies in version 1 have been removed. I am using a smaller texture pack that I made for my lots which is included, and have replaced the Bus Stop with an extended Toll Booth Platform.
The 'BaseTexturesElements_Grass.dat' is an internal dependency required for the lots above; it is included in this package in the folder 'z_Grass Base Textures'.
I have made a 500K Base Texture Volume with textures I made for my lots linked below. If the texture file below is used then delete the ' z_Grass Base Textures' folder as the textures are the same and don't need to be loaded twice.
Base Textures Vol 1 Elements
To install select the folders for the lighthouses you want to use and delete the other sub-folders. Don't delete the 'z_Grass Base Textures' folder unless you are using none of the lighthouses which require them or are using the larger texture volume (see above).
Copy and paste the 'Lighthouse 2x2 Lot Pack V2' into your User\Documents\SimCity 4\Plugins folder.
Transfer here from one route to another. Transit and network enabled.
| _ )_ _ ___ | | ___ ___ _ __
| _ \ || (_-< | |__/ _ \/ _ \ '_ \
|___/\_,_/__/ |____\___/\___/ .__/
City Bus Loop 1 - 3x2.
Plop Cost: 350
Monthly Cost: 150
Landmark Effect: 10,5
Park Effect: 5, 5
Air Pollution: 3, 2
Water Pollution, 2, 2
Maxis Night Lighting
Bus props used from: Glenni-buspack-
INSTALL to folder:
This map began with a modelled picture of a dove, and was processed into an 8-bit 256 indexed grayscale. It was discovered that although a grayscale height-map could be 8-bit and 256 shades of gray, it must also be 'indexed' specifically as a grayscale image otherwise SC4 will simply render a flat region. Thanks to @CorinaMarie for investigating the format and rendering the image into the initial dove-shaped island landscape. From there, I developed the 'Dove Islands' region theme with a city layout (config.bmp).
Included in the zip-file is the preview image, install instructions (readme.txt), the Dove Islands region height-map, config.bmp, and region.ini file. Also included is a file for the cloud background in the preview. The 'region_bg_1-clouds.dat' may be placed in the Plugins folder where the game is installed.
For more about creating grayscale heightmaps see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4
1. Place 'Dove Islands' folder in user account Documents/SimCity 4/ Regions folder.
2. Load SC4 and select 'Dove Islands' region
3. In region view press CNTRL+SHIFT+ALT+R and navigate to Grayscale Heightmap subfolder.
4. Select Dove_lslands_513x449.bmp
5. Wait for SC4 to render the map and create the city files.
This lot shows up so much in low density commercial services and its so bright and plain, it needed to be re-worked into a hidden bistro, contributing some flora to industrial areas and relief from pollution and noise. A nice place to snuggle into for lunch.
1. Hidden Bistro, the initial growable replacement re-lot.
The New Variety Pack of growables:
1. Drive-thru with Gas Bar, 2. 24Hr. Patio Service, 3. Car-Hop Service, 4. Take-out and Delivery
Ploppable (Tourist Trap) Re-lot: 1. Deppiesse's Diner Roundabout 2x2
My initial solution to the repetitiveness and brightness of Maxis's CS$$ 1x1 Deppiesse's Diner lot was to smother it with large trees and refer to it as a 'hidden bistro'. The original Diner would still appear anyway, so I realized that SC4 would accept multiple replacements of the same lot and put the lots in a random pattern.
I've made 4 more replacement lots with different props to make the repetetive pattern and brightness more scattered, keeping the building as a visual object. I still find the bistro useful for making a tree-lined boulevard that also provides jobs and commercial service, but it is unusual looking otherwise in a commercial area. The bistro is included in the new version zipfile.
The variety pack lots are growables, so cannot be plopped from the menu, but they will show up fast in isolated 1x1 low-density commercial zones. Also included in this download is a ploppable 2x2 version of Deppiesse's Diner that can be accessed from the Rewards menu. I used the Tourist Trap reward to re-lot the diner and give it some glamour and multifunctionality, combining the commercial lot with the positive effect on business that may be used in a NAM avenue roundabout.
All queries and stats are as the original Maxis Deppiesse's Diner. The 2x2 ploppable reward lot is slightly improved to have minimal pollution and moderate landmark effect as the Tourist Trap is low wealth. The zipfile contains 3 folders, select any or all to place in the user plugins folder.
No dependencies, Maxis night-lighting.
Deppiesse's Diner Commercial Service Medium Wealth 1x1, CS §§ Chicago tile set
To use 'Lotplop' Download and follow the instructions on the page above. Otherwise zone 1x1 low density commercial and it will appear often.