Jump to content
  •   Announcement

  •    Alternatively see here for an enhanced Google site search, which you may find provides more accurate search results. (More Info)

Search the Community

Showing results for tags 'bus stop'.



More search options

  • Search By Tags

    Type tags separated by commas. These are keywords which should describe the item of content.
  • Search By Author

Content Type


Forums

  • Simtropolis Department of Public Works
    • Simtropolis Recovery Project
    • The Planning Commission
  • SimCity 4 Players Forum
    • SimCity 4 General Discussion
    • SC4 Showcase
    • SC4 City Journals
    • SC4 Mac Users
    • SC4 Bugs & Technical Issues
  • SimCity 4 Builders Forum
    • SC4 - Custom Content
    • Mapping Community Room
    • SC4 BAT & Lot Workshop
    • SC4 Modding - Open Discussion
    • NAM & Transit Networks
  • Cities: Skylines & CS2
    • Cities: Skylines General Discussion
    • Cities: Skylines Modding - Open Discussion
    • Cities: Skylines Showcase
    • Cities: Skylines City Journals
    • Cities: Skylines Technical Help Q&A
  • SimCity (2013)
    • SimCity (2013) General Discussion
    • SimCity (2013) Modding - Open Discussion
    • SimCity (2013) Region Games
    • SimCity (2013) Showcase
    • SimCity (2013) Technical Help Q&A
  • Simtropolis Social Forum
    • New Members Information
    • Simtropolis Related
    • General Off-Topic
    • Current Events
    • Architecture & Urban Planning
  • Gamer Topics
    • SimCity 3000
    • City-Building Games
    • Gaming Talk
  • Challenges Forum
    • SC4 Challenges - Info and Discussion
  • Trixies Forum
    • Trixie Awards - Community Discussion
  • Club-owners Club's Club Discussion
  • Simtropolis en Español's Plaza Mayor
  • Simtropolis en Español's Soporte Técnico
  • Simtropolis en Español's Parque Industrial
  • SimCampus Students's Topics
  • The Transit and Aviation Geeks Club's Topics
  • Arden County City Council's Topics
  • Alliance of Independent Nations on Simtropolis's Discussion
  • The Major Club's Topics
  • Project Rich Water's Topics
  • Furry Community's Topics
  • Simtropolis Italia's Discussioni
  • New Washington's Topics
  • Everything about details's Topics
  • CityBuildingMasters X's Topics
  • City Journal Club's Topics
  • City Journal Club's Photo Shopping, Type Faces, Page Layout !
  • City Journal Club's Writing
  • Coolio Club For Cool Children's Topics
  • Atlantic Energy Co.'s Topics
  • Micropolis's Topics
  • City-Builders Website's Club Topics
  • SimCity Polska Organization's Topics
  • Simtropolis em português's Topics
  • Simtropolis em português's Fórum
  • My Little Pony Club's Topics
  • SimCity 2000 Resource Club's Topics
  • Simtropolis中文's Topics
  • Simtropolis en français's Topics
  • NewCity's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Topics
  • Southeast Asian Mayors's Topics
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Request Maps
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Social and Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Mapping
  • SimCity 3000 Resource Club's Information
  • The Great British Simtropolis Club's Topics
  • Roller Coaster Park Builders's Topics
  • Banished's Topics
  • Banished's Modding
  • Banished's Questions
  • Banished's Stories
  • Android City Builders & Other Games's Topics
  • City-Builders Website's Banished Toolkit
  • City-Builders Website's Banished Villages
  • City-Builders Website's Banished Achievements
  • Spooky Souls Building's Topics
  • TheoTown's Topics
  • Found Custom Contents's Topics
  • Cities in Motion's Topics
  • SimCity 3000 Resource Club's SC3000 Ordinances
  • SimCity Societies + Destinations's Topics

Categories

  • SimCity 4
    • SC4 Reference
    • SC4 Tutorials
    • BAT & Lot Editor Tutorials
    • Modding Information
    • Mapping & Terraforming
  • Other Games
  • Simtropolis Articles
    • Interviews

Categories

  • News
  • News
  • News

Categories

  • SimCity 4 Files
    • Residential
    • Commercial
    • Industrial
    • Agricultural
    • Building Sets
    • Civic & Non-RCI
    • Utilities
    • Parks & Plazas
    • Waterfront
    • Transportation
    • Automata
    • Gameplay Mods
    • Graphical Mods
    • DLL Mods
    • Cheats
    • Tools
    • Maps
    • Ready Made Regions
    • Dependencies
    • 3ds Models
    • Obsolete & Legacy
    • Reference & Info
  • SimPeg (PLEX) Files
    • PLEX Custom Lots & Mods
    • CDK - Coastal Development Kit
    • MTP - Mountain Theme Pack
    • SPAM - SimPeg Agricultural Mods
    • PEG Utopian Series
  • SimCityBrasil Files
  • SimCityPolska Files
  • WorkingMan Productions (WMP)
  • Cities: Skylines II Mods
  • Cities: Skylines Buildings
    • CSL Maps
    • CSL Roads & Traffic
    • CSL Vehicle Assets
    • CSL Game Mods
    • CSL Props
    • CSL Programs & Tools
  • SimCity (2013) Buildings
    • SC13 Game Mods
    • SC13 Roads & Traffic
    • SC13 Vehicles
    • SC13 Programs & Tools
    • SC13 User Interface
  • SimCity 3000 Files
    • SC3K Maxis Files
    • SC3K Cities & Maps
  • CitiesXL Buildings
    • CXL Mods & Tools
    • CXL Maps
    • CXL Textures & Props
    • CXL Lots
    • CXL 3d Models
  • Simtropolis en Español's Descargas
  • Club-owners Club's Dirk's Files
  • The Major Club's Files
  • Project Rich Water's Files
  • Furry Community's Files
  • Simtropolis Italia's Archivio
  • New Washington's Files
  • Everything about details's Files
  • CityBuildingMasters X's Files
  • City Journal Club's Files
  • Coolio Club For Cool Children's Files
  • Atlantic Energy Co.'s Files
  • Micropolis's Files
  • City-Builders Website's CB Files
  • SimCity Polska Organization's Files
  • Simtropolis em português's Descargas
  • My Little Pony Club's Files
  • SimCity 2000 Resource Club's SCURK Tilesets
  • SimCity 2000 Resource Club's CITY Files
  • SimCity 2000 Resource Club's Multi Object Tilesets
  • SimCity 2000 Resource Club's Single Object Tilesets
  • Simtropolis中文's Files
  • Simtropolis en français's Files
  • NewCity's Files
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Files
  • Southeast Asian Mayors's Files
  • SimCity 3000 Resource Club's SimCity 3000 Starter Towns
  • SimCity 3000 Resource Club's SimCity 3000 Cities
  • SimCity 3000 Resource Club's SimCity 3000 Terrains
  • The Great British Simtropolis Club's Files
  • Roller Coaster Park Builders's Files
  • Banished's Banished Mods
  • Banished's Kid's Mods
  • Android City Builders & Other Games's Files
  • City-Builders Website's Banished Save Games
  • Banished's Modding Files
  • SimCity 2000 Resource Club's MAC Files
  • Spooky Souls Building's Files
  • TheoTown's Files
  • Found Custom Contents's Chinese Sites
  • Found Custom Contents's European Sites
  • Found Custom Contents's Japanese Sites
  • Found Custom Contents's North America Sites
  • Found Custom Contents's Asia-Pacific Sites
  • Cities in Motion's CiM Maps
  • Cities in Motion's CiM Mods
  • SimCity Societies + Destinations's Files

City Journals

There are no results to display.

There are no results to display.

Calendars

  • Alliance of Independent Nations on Simtropolis's Alliance Calendar
  • Club-owners Club's Events
  • SimCampus Students's Events
  • SimCampus Students's Noggin Thinkers Dates
  • Arden County City Council's Events
  • The Major Club's Events
  • Project Rich Water's Events
  • Furry Community's Events
  • Simtropolis Italia's Eventi
  • New Washington's Events
  • Everything about details's Events
  • CityBuildingMasters X's Events
  • City Journal Club's Events
  • Coolio Club For Cool Children's Events
  • Atlantic Energy Co.'s Events
  • Micropolis's Events
  • SimCity Polska Organization's Events
  • My Little Pony Club's Events
  • Simtropolis中文's Events
  • Simtropolis en français's Events
  • Simtropolis Historical/Aesthetically Accurate Topography Society's Events
  • Southeast Asian Mayors's Events
  • The Great British Simtropolis Club's Events
  • Roller Coaster Park Builders's Events
  • Android City Builders & Other Games's Events
  • Spooky Souls Building's Events
  • TheoTown's Events
  • Cities in Motion's Events

City-building game(s)

Found 51 results

  1. Version 1.0.0

    15 Downloads

    Made by am. Link: http://hide-inoki.com/sc4/buildings_bat.htm [Web archive] It's a Japanese-style bus stop. Recently, it's rare to see a bus stop with a roof in the city, but it's a Japanese-style bus stop. I use BAT. Currently under development for a single route, but development for street use is undecided. A known bug that counts ordinary cars. And they even take money from those. If placed in front of a building, a ZOT (No Road Connection) will appear, turning it into a ruin. Aafter extraction, please put all files into the plugin folder. [ORIGINAL DESCRIPTION] 日本風のバス停です。最近都会では屋根がついてるのがおおくて見られませんが、一応日本風バス停です。BATをつかっています。一通用現在開発中、街路用開発未定です。 ★既知のバグ 普通の車をカウントしてしまう。 しかもそれらから金を取ってる。 建物の前に置くと「道路の接続なし」のZOTが出て廃墟になる。 LHA形式で圧縮してあるので解凍したら全てのファイルをプラグインフォルダに入れて下さい。
  2. Japanese Highway Bus Stop

    Version 1.0.1

    26 Downloads

    This is a 3x3 BAT, meant to be used as a detail/park. It includes two versions, one with Japanese buses, and one with the vanilla SC3K buses. It is loosely based on the Bus Station from the Rockport (Need for Speed: Most Wanted 2005) To use, simply copy the downloaded file into Simcity3000/buildings folder.
  3. SFBT Khiyana Bus Stops

    Version 1.0.0

    349 Downloads

    Yet another small detail that makes SimCity 4 even more realistic: two simple, slightly run down bus stops, like they can be found everywhere in Germany and the rest of the world. The download includes two different lots, one that has some grass behind the shelter, and an urban version with the standard sidewalk texture. Both the bus stop shelters and the signs are prop families, so each bus stop will look a bit different when plopped. The stats are comparable to the in-game bus stop, but the capacity is three times as high, so you can use these lots also in a dense development, such as a Plattenbau quarter. All stations have been updated for the latest NAM/MTA capacity/TSEC standards. Submenu support has been added as well. The bus stops are located in the "Misc Transportation" menu. Lot size: 1x1 tiles Plop cost: § 200 Bulldoze cost: § 10 Monthly cost: § 5 Capacity: 17,000 passengers Flammability: 38 Power Consumption: 1 MWh/month Water Consumption: 0 Gallons/month Air pollution: 1 over 1 tiles Water pollution: 1 over 1 tiles Garbage pollution: 1 over 0 tiles SC4Lot files: SFBT_Bushaltestelle_Version_1a_f41bcff5.SC4Lot (rural version) SFBT_Bushaltestelle_Version_1c_141c281b.SC4Lot (urban version) Props: SFBT_Bushaltestellen_Props.dat Installation: Copy/extract the SFBT parent folder into your plugins. If you extracted the ~Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Uninstallation: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. You can also uninstall only the growable or ploppable version by deleting the corresponding lot file. Dependencies: SFBT Essentials Credits: Thanks to the SFBT for their suggestions and the beta test of this set. update: 08.10.2024 - Tyberius06 as part of the SC4D LEX and SimCity Kurier Restoration efforts.
  4. I cannot seem to find a mod that adds a bus stop with built in parking and nothing else. For example, the ninja kiosk is fantastic late game because it's a bus stop with parking as well as subway and passenger train. But they're very costly early game. So I'm looking for something that is a 1x1 or 1x2 bus stop that includes parking so that I can simply replace them with ninja kiosks later when it's time to bring in subway.
  5. Version 1.0.0

    473 Downloads

    This is an edit of @Terring's MTRT Sub/Bus Street Addon uploaded with their permission. For further information regarding this mod, refer back to that page. From the original upload's description: "Since I'm a lotter and not a modder, I didn't change any aspect of the sub/bus stations, such as the name and the capacity of 15,000 passengers." This is simply an edit that fixes the names in the UI, as well as rebalancing the capacity values against the Diagonal Intersection RoadTop SubwayBus Station mod that this is intended to be used in conjunction with. The tables below further illustrate these changes. Without Rebalanced: With Rebalanced: Installation: Place the .SC4Lot files in "My Documents\SimCity 4\Plugins" (or with the other 'MTRT-V1' files), replacing existing files if asked. Dependencies: None, but Diagonal Intersection RoadTop SubwayBus Station is recommended.
  6. RCI §§ Relots

    Version 1.0.0

    355 Downloads

    RCI §§ Relots Residential, Commercial, Industrial ______________________________ ToutSimCities https://www.toutsimcities.com/ model files used: Marché Couvert maximac https://www.toutsimcities.com/downloads/view/480 Covered Market 1. Marche Couvert Bus Stop 1x3 Covered Market Bus Stop. Capacity 2400. Taxi Maker Appears in miscellaneous transit menu 2. Marche Couvert CS$$ 3x3 Medium wealth commercial services. Jobs: 280 transit enabled medium wealth commercial services All RCI lots appear in landmark menu ------------------------------ Crédit du Nord supremec https://www.toutsimcities.com/downloads/view/1899 3. Credit du Nord R$$ 3x4 medium density residential To use this lot first zone a 3x4 residential using ctrl+mouse, then wait for a building to grow, delete it and replace it with the residential landmark. 4. Credit du Nord CS$$ 3x3 medium wealth commercial services. Jobs: 420 ------------------------------ Tour de la societe SuissLife Youcef https://www.toutsimcities.com/downloads/view/868 5. Tour Suisse Life CO$$ 3x3 medium wealth/density commercial office. Jobs: 510 ------------------------------ Beaubourg choucass https://www.toutsimcities.com/downloads/view/1510 6. Beaubourg Manufacturing IM$$ 11x7 High density industrial manufacturing. Medium wealth. Jobs: 2780 This lot uses car props from the following file: Citroen Dealerships mikeseith https://community.simtropolis.com/files/file/16540-citroen-dealerships/ _______________________________ For all buldings and props used: SimCity 4 Buildings as Props Vol 1 and 2 https://community.simtropolis.com/sc4-maxis-files/ International Day of Peace Prop (flags) dayopeace.dat
  7. Version 1.0.0

    1,085 Downloads

    One of my favorite mods is the Diagonal Intersection RoadTop SubwayBus Station (also known as MTRT) made by @uroncha back in 2005. It's a set of bus stops and subway stations that can be placed on top of streets, roads, one-ways and avenues, just like Road-Top Mass-Transit (RTMT). What I enjoy the most in MTRT, however, is that it also includes bus stops and subway stations that can be build on top of T and X intersections as well, which is very convenient for me. Why building bus stops and subway stations next to crossroads, when you can build them on the crossroads themselves? My only complain was that MTRT includes Subway-Bus stations for roads, one-ways and avenues, but not for streets. If RTMT comes with subway and sub/bus stations for streets, why not MTRT too? So, I decided to make 4 new lots as a little add-on for MTRT to include road-top sub/bus stations for both straight and diagonal streets, as well as for tee and cross intersections. Since I'm a lotter and not a modder, I didn't change any aspect of the sub/bus stations, such as the name and the capacity of 15,000 passengers. I'm just too lazy for that . All I had to do was to open the Lot Editor, pick the street bus stops and replaced them with the sub/bus stations. That's all. So, don't be surprised if you see that the game will still call them "road sub/bus stations" even if you can build them on the streets. Sorry for that . However, I can recommend you using MTRT Sub/Bus Street Addon - Rebalanced made by @MiniMe943, which fixes the names in the UI and re-balances the capacity values Installation is very simple. First, download the Diagonal & Intersection RoadTop Subway-Bus Station (link above) and install it to "My Documents\SimCity 4\Plugins" folder. Second, download and install my add-on, preferably inside the MTRT-V1 folder for convenience. Third, have fun
  8. Due to a SC4's hardcoded rule, all residential lots are required to have an adjacent road tile in order to develop. Unfortunately, this means that in most cases it is impossible, or at least challenging, to develop a large footprint (e.g. 4x4 or 2x3) residential block along such networks as diagonal roads or NAM's fractionally angled roads. This is because, two or three residential "slices" required for such blocks to be born, will always lack road connection. Only a part of such 4x4 (or any other large building) will have actual access to the network. This, of course, results in less-than-appealing visual effect. For residential areas near non-orthogonal roads will oftentimes contain only low-density houses that can be directly attached to the nearby road tile. At the same time, residential blocks will always have to be built along orthogonal networks. However, there is a workaround for this problem which can be used until a more "orthodox" solution is found. This tutorial discusses said workaround and shows how you can build fully developed residential blocks and skyscrapers, seemingly "without" a road access... It will be of most use to those who wish to build large residential buildings along non-orthogonal roads, while keeping the immediate area visually / artistically appealing. If you'd like to know how to build succesful residential areas like the one below, I invite you to read the entire post in detail. Introduction Network Addon Mod has transformed the way our city quarters look and allowed us to build industrial and agricultural areas into irregular and very interesting road layouts, like so... It is also possible to create commercial districts in a similar fashion, within whimsical roadscape around. However, commercial buildings tend to be large at times and may not be perfectly aligned with road tiles. A commercial zone that you intend to put down next to these networks may have some "loose" lots that will display "No road connection" zots. Unless, you supplement this gap with a nice PedMall, which ensures connectivity and also has a park-like appeal... One would think that a similar solution could work with residential zones... But it doesn't... Due to the game's hardcoded rule, which has been explained by @Tarkus in this post, residential zones simply need to be built adjacent to a road. Otherwise they never develop or quickly fail. This is why, if you hope to have a section of nice 3x3 homes along a FAR or diagonal road, you will probably be severely disappointed and end up with this... Of course, in order to desperately pull it through, you may just make a concession and run a tiny road or street that reaches the lots lacking road access. Unfortunately, it looks neither pretty nor realistic... It is somewhat doable for FAR-2 but may become weird when combined with FAR-3. But to be honest, littering your entire neighborhood with tiny road stubs does not look too good one way or another. But have no fear - International Rescue is here. The tutorial below will help you make a setup like this in a way which is technically valid, consistent and far more pleasing to the eye. As a result, you will never again have to reserve your residential blocks for orthogonal road tracts only! First things first In order to execute my hack, you need: Network Addon Mod (version 44 or higher) Paeng's Parks (only one file is needed - "Siding_busstop" in "ADDONS_205" folder) My "Mimicked bus stop set" file (a slight modification of Paeng's file above and a derivative work based on his lot) The theoretical part As of 2022, the game forces us to provide a road access to each residential lot, making apartment blocks next to and facing some roads hard or impossible. However, with the use of NAM tools and some simple modding, it is actually possible to do it in a painless way. NAM has some special puzzle pieces which act as underground roads. Notably, when such a road is placed next to a residential lot, the game thinks that such lot has an access to the road network, which means that the hardcoded rule previously discussed is met. @Naomi57 is probably one of the first people who discussed underground roads in detail and once I recalled her experiments, I already had one foot in the door... Unfortunately, such underground roads cannot exist independently. In other words - if there is a road underground, it has to go above the surface somewhere. Otherwise, a "No road" zot will stay over any given lot. Interestingly enough, underground road does not have to exit to the surface through a tunnel entrance/exit... It can use a bus stop as a way out... Do you see my point now? To put it simple all we have to do is to run an underground road next to "unroaded" lots and connect it to the city network via an empty tile with bus stop properties. Then, we can enjoy building large stuff along non-orthogonal networks... Read on if you'd like to know how to pull this trick out. The practical part Carefully follow these instructions. 1. Open SC4 (thanks Captain Obvious...) 2. Build a FAR or diagonal road of your choice. 3. Zone a straight or several straight residential area(s) along your new road (any density you like). Something akin to this. "No road connection" zots will start popping up for disconnected lots. 4. Open "Transportation tools" menu. Click "Build roads". 5. Scroll down to "Flexible underpasses (FLUPs)" and click it. 6. Press TAB to scroll, until you see the "Straight underground route under pedmall". 7. Now, plop this puzzle piece along all of the lots that display "No road connection" zots. 8. Make sure they all run perpendicular to the lots. Just as normal roads would (rotate with "Home" or "End" keys if necessary). 9. Open "Miscellaneous transportation" menu 10. Scroll down and find the "MBS Tex#" icon. 11. Click it. Note that you can choose one of the four textures which are consistent with those that the pedmalls use. 12. Put the MBS between "Underground route under pedmall" and the nearest surface road tile. See the reference image... All done - watch your residential areas thrive along non-ortho and "without" a direct road connection! Caveats and things to remember I hope that you liked my tutorial and I also hope that you will find my hack useful. I would, however, like to mention several caveats that come with my proposal as I believe you need to get the full picture regarding the benefits and problems this hack entails. Please remember that this workaround is mainly intended as a visual trick which enables you to develop large residential projects along non-ortho in a cohesive and eye-pleasing manner. Silly street and road stubs every 5 meters do not look good, so I hope you appreciate my tip, especially if beauty is what you are after in your cities. Although there is no bus stop building on MBS, the MBS is technically still a bus stop. This means that using it en masse in your cities, may significantly increase mass transit usage which is especially true with the new traffic simulator in NAM 45. If you like robust communication networks in your towns it will probably be fun and beneficial to use these plops, killing two birds with one stone. If, however, you have some very specific and prescriptive plans for your communication networks, it may get in the way. Note that all Sims that have no direct road access will exclusively use busses to travel around! Keep this side effect in mind. The MBS comes with a monthly cost. However, given the fact that my workaround is supposed to mainly be an artistic helper, it has been reduced to $1 from the regular $5 that bus stops normally cost. It seems fair and you won't go bankrupt, which is especially true when you plan to use these fillers often. The underground road connections are always visible in-game as small "clips" on top of whatever Pedmall texture is used. So, if you choose to employ my solution, you'll have to live with it somehow. Personally, I am not too bothered by this and simply perceive them as rainwater grates. For some reason I don't understand, the grass-based underground routes cannot be mixed with underground routes which use different textures. This causes the entire road to loose continuity and everything before (or after) the grass-textured underground road will lack road access. I believe this was not the intended way and it might be a glitch. Still, it is perfectly fine to mix, say, cobblestone, red brick and cement-textured underground roads without any problems. Luckily, that the grass-textured MBS will always work fine with all underground roads! That would be all for now. Good luck and have a nice day! If you have any questions, doubts or especially if you have discovered a bug in the MBS files, leave a comment and let me know! TMC, out.
  9. SC4 Crash, when i put the monorail over a oneway with busstop and also when i put the busstop over the oneway the stop divide the oneway in part with a different way... any advice? the bus stop is over street stop not the stop the take 1 tile near the street
  10. Version 1.0.0

    534 Downloads

    Metro Parking Garage 4x3 capacity: 6000, power consumed: 90, anti-pollution: -10 over 10, maintenance cost: 50, park effect: 10 over 5, occupant group: misc. transit, bus stop, automata: taxi Metro Toll Booth | Border Crossing 2x2 capacity: 2800, power consumed: 90, maintenance cost: 0, occupant group: misc. transit, toll booth Props: Maxis (no dependencies) building props vol 1, 2 day of peace (UK, US, CA flags) Metro Bus Stop 1x2 capacity: 1200, power consumed: 70, anti-pollution: -5 over 5, maintenance cost: 5, park effect: 5 over 5, occupant group: misc. transit, automata: taxi Metro Bus Station 3x2 capacity: 2800, power consumed: 90, anti-pollution: -10 over 5, maintenance cost: 5, park effect: 15 over 5, occupant group: misc. transit, automata: taxi
  11. Hi Guys, I would like to know how to fix this little issue. thanks.
  12. Version 1.0.1

    2,046 Downloads

    Party Lights Road, Avenue and Pedestrian Lane Canopies, by Mattb325. --------------------------------------- One of the things that is quite difficult to achieve in SC4 is roads and areas of a city tile that convey a 'sense of place'. In almost all cities and large towns the main shopping streets, cultural precincts and prominent thoroughfares usually have their own immediately recognisable style; whether it is from architecture or street trees and street furniture. That is the genesis behind this series of canopies: to denote a stronger sense of place at street level while being functional. This fourth set of canopies copies a real world design. Redolent of flags, these colourful neon tubes are arranged on steel supports, while central planters contain evergreen trees bejeweled in fairy lights. At ground level, bollards add to the bright spectacle. These certainly make a statement at night and are great for shopping districts, entertainment areas or night club precincts. There are 3 lots in this download, and each is functional. * A road-top bus stop. This lot occupies a 1x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the roadway; * An avenue-top bus stop. This lot occupies a 2x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the avenue; * A functional pedestrian-only laneway. This lot is 1x4 tiles long and must be joined to the road/street network and/or the NAM ped-mall pieces. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * While road-top/avenue-top bus stops can be safely placed next to a commercial building without any issues, they cannot be placed adjacent to a residential lot or you will get a no-car-zot. This is limitation of the game and I cannot do anything about this. The exception to this rule is where the residential lot is wider than the road-top bus stop: so for instance, if you place a 1x1 road-top bus stop next to a 4x4 apartment block, the apartment block will be fine, but if it is next to a 1x2 row house, then the row house will abandon because of no car access. * The functional pedestrian laneway is NOT a ped-mall; it is simply a pedestrian enabled lot. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped-mall piece is used to connect lots). --------------------------------------- The bus stops are found in the misc transit menu and have a capacity of 50,000 (and support all types of vehicles: pedestrian, bus, car, freight). The pedestrian laneway is found in the Landmark menu and provides a few jobs. --------------------------------------- STATS PEDESTRIAN LANEWAY: Lot size : 1x4 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS BUS STOP: Lot size : 1x1 (Road), 2x1 (Avenue) Bulldoze Cost: § 10 Plop Cost: § 150 Jobs: § 2 Capacity: 50,000 Pollution: 1 (Air)/ 1 (Water)/ 1 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 1 Mwh Water Consumed: 0 Gal/Month TSEC: 0.02 Monthly Cost: § 5 Occupant Group: Transport, Bus, Strikable Transit, Bus Stop, MiscTransit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: The main dependency pack for all of these Civic Bats are split into two dependency files; one is for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must select and install only one file - depending on which night version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: here are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  13. Version 1.0.0

    1,798 Downloads

    Green Canopy Road, Avenue and Pedestrian Lane Canopies, by Mattb325. --------------------------------------- One of the things that is quite difficult to achieve in SC4 is roads and areas of a city tile that convey a 'sense of place'. In almost all cities and large towns the main shopping streets, cultural precincts and prominent thoroughfares usually have their own immediately recognisable style; whether it is from architecture or street trees and street furniture. That is the genesis behind this series of canopies: to denote a stronger sense of place at street level while being functional. This third set of canopies copies a real world design. As the world warms and the warmth of large cities, already exacerbated by the urban heat island effect (where large areas of concrete, asphalt and other hard surfaces raise the temperature of a city by 1-3C higher than the surrounding countryside) many shopping and pedestrian areas are becoming hellishly hot. For instance, during the 2019 European heatwave, the air temperature in Paris was 43C but in built-up, unshaded pedestrian areas, the temperature was closer to 70C on the ground. These green canopies, covered in quick-growing vines, provide more shade over the dark (heat absorbing) asphalt than street trees alone and can mean pedestrian streets remain lively even during extreme heat events. Plus, they look pretty! There are 3 lots in this download, and each is functional. * A road-top bus stop. This lot occupies a 1x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the roadway; * An avenue-top bus stop. This lot occupies a 2x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the avenue; * A functional pedestrian-only laneway. This lot is 1x4 tiles long and must be joined to the road/street network and/or the NAM ped-mall pieces. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * While road-top/avenue-top bus stops can be safely placed next to a commercial building without any issues, they cannot be placed adjacent to a residential lot or you will get a no-car-zot. This is limitation of the game and I cannot do anything about this. The exception to this rule is where the residential lot is wider than the road-top bus stop: so for instance, if you place a 1x1 road-top bus stop next to a 4x4 apartment block, the apartment block will be fine, but if it is next to a 1x2 row house, then the row house will abandon because of no car access. * The functional pedestrian laneway is NOT a ped-mall; it is simply a pedestrian enabled lot. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped- mall piece is used to connect lots). --------------------------------------- The bus stops are found in the misc transit menu and have a capacity of 50,000 (and support all types of vehicles: pedestrian, bus, car, freight). The pedestrian laneway is found in the Landmark menu and provides a few jobs. --------------------------------------- STATS PEDESTRIAN LANEWAY: Lot size : 1x4 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS BUS STOP: Lot size : 1x1 (Road), 2x1 (Avenue) Bulldoze Cost: § 10 Plop Cost: § 150 Jobs: § 2 Capacity: 50,000 Pollution: 1 (Air)/ 1 (Water)/ 1 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 1 Mwh Water Consumed: 0 Gal/Month TSEC: 0.02 Monthly Cost: § 5 Occupant Group: Transport, Bus, Strikable Transit, Bus Stop, MiscTransit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This is simply a canopy covered in thick vines which will allow some of the street light details through the many layers of leaves: therefore only one model is required. --------------------------------------- DEPENDENCIES: here are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  14. Version 1.0.0

    1,927 Downloads

    Ultra Modern Road, Avenue and Pedestrian Lane Canopies, by Mattb325. --------------------------------------- One of the things that is quite difficult to achieve in SC4 is roads and areas of a city tile that convey a 'sense of place'. In almost all cities and large towns the main shopping streets, cultural precincts and prominent thoroughfares usually have their own immediately recognisable style; whether it is from architecture or street trees and street furniture. That is the genesis behind this series of canopies: to denote a stronger sense of place at street level while being functional. This second set of canopies is based on a striking ultra modern, layered and tinted glass panel design. There are 3 lots in this download, and each is functional. * A road-top bus stop. This lot occupies a 1x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the roadway; * An avenue-top bus stop. This lot occupies a 2x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the avenue; * A functional pedestrian-only laneway. This lot is 1x4 tiles long and must be joined to the road/street network and/or the NAM ped-mall pieces. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * While road-top/avenue-top bus stops can be safely placed next to a commercial building without any issues, they cannot be placed adjacent to a residential lot or you will get a no-car-zot. This is limitation of the game and I cannot do anything about this. The exception to this rule is where the residential lot is wider than the road-top bus stop: so for instance, if you place a 1x1 road-top bus stop next to a 4x4 apartment block, the apartment block will be fine, but if it is next to a 1x2 row house, then the row house will abandon because of no car access. * The functional pedestrian laneway is NOT a ped-mall; it is simply a pedestrian enabled lot. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped-mall piece is used to connect lots). --------------------------------------- The bus stops are found in the misc transit menu and have a capacity of 50,000 (and support all types of vehicles: pedestrian, bus, car, freight). The pedestrian laneway is found in the Landmark menu and provides a few jobs. --------------------------------------- STATS PEDESTRIAN LANEWAY: Lot size : 1x4 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS BUS STOP: Lot size : 1x1 (Road), 2x1 (Avenue) Bulldoze Cost: § 10 Plop Cost: § 150 Jobs: § 2 Capacity: 50,000 Pollution: 1 (Air)/ 1 (Water)/ 1 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 1 Mwh Water Consumed: 0 Gal/Month TSEC: 0.02 Monthly Cost: § 5 Occupant Group: Transport, Bus, Strikable Transit, Bus Stop, MiscTransit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This is simply a tinted, layered glass canopy which will allow some of the street light details through the many layers of glass: therefore only one model is required. --------------------------------------- DEPENDENCIES: here are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  15. Version 1.0.0

    2,001 Downloads

    Chinatown Road, Avenue and Pedestrian Lane Canopies, by Mattb325. --------------------------------------- One of the things that is quite difficult to achieve in SC4 is roads and areas of a city tile that convey a 'sense of place'. In almost all cities and large towns the main shopping streets, cultural precincts and prominent thoroughfares usually have their own immediately recognisable style; whether it is from architecture or street trees and street furniture. That is the genesis behind this series of canopies: to denote a stronger sense of place at street level while being functional. This first set of canopies is based on the typical displays of red Chinese lanterns, dragon imagery and symbols that are found in the so-called 'Chinatown' areas of cities. The red lanterns cast a striking glow at night, the canopy is made in such a way to enable moving sims and automata to be visible through the bracing and your street lights and street props will also be visible underneath the canopy. There are 3 lots in this download, and each is functional. * A road-top bus stop. This lot occupies a 1x1 tile and is overhanging so that canopies can be placed adjacent to each other all along the roadway; * An avenue-top bus stop. This lot occupies a 2x1 tile and is overhanging so that canopies can be placed adjacent to each other all along the avenue; * A functional pedestrian-only laneway. This lot is 1x4 tiles long and must be joined to the road/street network and/or the NAM ped-mall pieces. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * While road-top/avenue-top bus stops can be safely placed next to a commercial building without any issues, they cannot be placed adjacent to a residential lot or you will get a no-car-zot. This is limitation of the game and I cannot do anything about this. The exception to this rule is where the residential lot is wider than the road-top bus stop: so for instance, if you place a 1x1 road-top bus stop next to a 4x4 apartment block, the apartment block will be fine, but if it is next to a 1x2 row house, then the row house will abandon because of no car access. * The functional pedestrian laneway is NOT a ped-mall; it is simply a pedestrian enabled lot. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped-mall piece is used to connect lots). --------------------------------------- The bus stops are found in the misc transit menu and have a capacity of 50,000 (and support all types of vehicles: pedestrian, bus, car, freight). The pedestrian laneway is found in the Landmark menu and provides a few jobs. --------------------------------------- STATS PEDESTRIAN LANEWAY: Lot size : 1x4 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS BUS STOP: Lot size : 1x1 (Road), 2x1 (Avenue) Bulldoze Cost: § 10 Plop Cost: § 150 Jobs: § 2 Capacity: 50,000 Pollution: 1 (Air)/ 1 (Water)/ 1 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 1 Mwh Water Consumed: 0 Gal/Month TSEC: 0.02 Monthly Cost: § 5 Occupant Group: Transport, Bus, Strikable Transit, Bus Stop, MiscTransit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  16. Rural Bus Stop

    Version 1.0.0

    623 Downloads

    This bus stop is based on several bus stops/ministations in rural Estonia. While it's meant for low density areas, it can also fit in ordinary cities. It is fully functional and can be found in the transport menu. Note that in addition to power it also requires water for the restroom inside. Both DarkNite (DN) and MaxisNite (MN) versions are provided - choose only one. A darknite mod is required if you want to use the DN version. Dependencies KOSC SuperSHK+ FA3 Parking Textures (for the grass area behind the bus stop) BSC - VIP girafe conifers
  17. Can I view where I placed my bus stops in zone mode? Cause, it's hard to find where they are in view all mode with all the buildings, (even with traffic - bus turned on) I have to go to zone mode, then use the question mark, and click every non zoned blocks if it's a bus stop (which could be school, hospital, park etc) Also goes for subway stations, but at least subways could be seen through underground mode (using subway lines), and switching between underground mode and zone mode... (sorry I'm new to SimCity 4, and want to ask some questions)
  18. In the NAM 38 are there any bus stops that work on the one way roads without taking up a side tile?
  19. Bus Stop Set 01

    Version 1.0.1

    1,978 Downloads

    ================================= Bus Stop Set 01, by Raymond ================================= A series of 1x1 and 2x1 Bus Stops. I'm really not good at Loting, You could easily use the models to make more beautiful Lots. Many thanks to Cori and CB and Terring !! @CorinaMarie @Cyclone Boom @Terring I have this thought due to beautiful and creative CJ made by Terring, He also helped me with testing. I hope some of them could be a happy addition to his futurist cities. When I was in trouble with Loting, CoriBoom helped me again, My biggest problem is that I was getting too much help, So I made 09&10 as a gift to their beautiful rural theme cities. I will bing more beautiful bus stops to your cities at Set 02. BUSSTOP STATS: ----------------- Lot size : 1x1(8) | 2x1(2) Plop Cost : §150 Bulldoze Cost : §9 Demand Created : R§ 2 Occupant Group : Building: Tramsportation, Building: Bus Stop Passenger Capacity: 25000 NOTE ABOUT DARK NITE vs MAXIS NITE: ----------------------------------- These Bus Stops are designed for Maxis Night. DEPENDENCIES: ------------- There are no dependencies required for this file. INSTALLATION: ------------- To install, simply unzip the contents of this file into your Plugins folder. It will then be found in your Bus menu. Thanks. -- Raymond
  20. Version 1.0.0

    1,566 Downloads

    SM2 Small Roundabout Bus Stop A round bus stop for the small roundabout. It even includes a 'kiss and ride' car drop off/pickup for passengers. Lot size 1x1 Plop cost 1500 Bulldoze cost 100 Power req 10 Water req 5 Passenger capacity 37500 Find it under the bus menu. No dependencies Simmer2
  21. I'm trying to modify THIS custom road asset from the workshop to change the tram lanes to bus lanes for my city. I've managed to remove the overhead lines, the tracks and change the props and now I'm working on the road texture. I've also changed the tram lane to public transport lane and the two middle pedestrian lanes to allow cars to stop, however if I try to add a bus stop in game it only allows me to place it on the very side lanes even if I disable the stops on that lane. I've checked out ELVIS0529's ELVIS BRT System (international) custom road in the road editor, which has median bus stops and tried those lane options as well, but it didn't help. If you have any advice or experience on solving this please let me know!
  22. SM2 Steampunk Bus Stops

    Version 3.0.0

    486 Downloads

    SM2 Steampunk Bus Stops. Just a few bus stops...steampunk style 4 in total. Great for industrial areas! Lots = 1x1 Plop cost = 150 Capacity = 7500 Dependencies. SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 VIP Delecto Ploppable people - https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 Alternate links for my packs only SM2 Mega Prop Pack Vol2 https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/ Have fun! Simmer2
  23. City Link Transport Hub

    Version 1.1

    6,326 Downloads

    City Link Transport Hub, by Mattb325. --------------------------------------- This is a purely fictional 1980's style building designed as a transport interchange suitable for downtown and other built-up areas. The podium floors of this building act as a rail, subway, bus, underground park & ride and pedestrian interchange. It also allows freight trains to pass through the station. It has a total capacity of 165,000 passengers so is perfect for big cities. The two towers are also functional and provide 1,600 jobs across all wealth levels. In game, this building is found in the Miscellaneous Transport Menu (about half-way down near the subway line). Once placed, drag two rail lines right through the building and connect the front and back of the lot to the road network using street tiles. To activate the subway component of this building, simply drag the subway line anywhere into the lot (note: as this is a multifuctional lot that there is no traditional 'stub' that you have to connect to as seen in other subway buildings) and of course then connect it to other subway stations within your city. Similarly if you wish to activate the bus component of the building, simply place a bus stop somewhere else on your city tile. If you don't wish to use any of the subway, rail or bus features, that's fine, simply don't connect that particular feauture to the lot (you may end up with the advisors nagging about 'mass transit 101' but you can safely ignore their wailing). At a minimum however, the building must be connected to the road, water and power networks or it will abandon. (N.B. I have put the 'bleeding obvious' in here as some twit recently told me that batters now have to provide "customer service" even when they are no longer active......as if providing all of this for free or your enjoyment isn't enough...lowest common denominator, here we come...yeah, baby ) This is the first in a series of multi-function transport lots that I will be releasing shortly. As this one doesn't involve NAM elevated networks and is more of a visual alternative to the ever-popular ninja boulevard kiosk, I have decided to release it separately from the upcoming pack. Lastly, a ****huge***** thankyou to RSC204/MGB204 who provided the modding for this file: you can be certain that the stats and values behave according to NAM methodologies. --------------------------------------- STATS: Lot size : 6 x 5 Plop Cost: §5,900 Monthly Cost: §330 Budget Item: Mass Transit Menu: Miscellaneous Transport Capacity: 165,000 Demand Created: Jobs§: 400, Jobs§§: 900, Jobs§§§: 300. Pollution: Air 25 over 1 tiles, Water 13 over 2 tiles, Garbage 49 over 0 tiles Power consumed: 17 MwH Water consumed: 67 Gallons/Month Bulldoze Cost: §560 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos or Mashty's night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. Either: (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) *recommended* OR Mashty Nite Mod: (http://hide-inoki.com/bbs/archives/sc4_0764.html) NB: External sites may require you to create an account (or log in with said account) prior to downloading. See, this is more customer service so you don't have to think --------------------------------------- NOTE ABOUT PARKING TEXTURES: The parking textures you see in some of the images are adjacent to the lot and are used as fillers. The main parking provided by this lot is the large underground area as well as a little bit at the back. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: SC4D LEX Legacy - BSC Common Dependencies Pack v9b (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC MEGA Props CP Vol01 BSC Textures Vol01 NB: External sites may require you to create an account (or log in with said account) prior to downloading. See, this is more customer service so you don't have to think OPTIONAL DEPENDENCIES: *Network Addon Mod V36 (https://community.simtropolis.com/files/file/26793-network-addon-mod-NAM-for-windows-installer/). I have tested this in Vanilla mode without the NAM, and it basically works as intended. But honestly, if you intend to use this without the NAM, everyone will judge you harshly *SC4Fix: third-party patches (https://community.simtropolis.com/files/file/30883-sc4fix-third-party-patches-for-sc4/). If you use the NAM or even play the game, you will want this file. Enough said :-) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks.
  24. Scoty Subway & Bus Stations

    Version 1.7.0

    1,796 Downloads

    Introduced in 2017 (scoty sub-bus A) with a single Bus and Metro line*, Scoty Subway & Bus Stations, is a new version of this plugin, offering not one, but three sets of Stations. Here are the A, B and C lines. A - The @namspopof shelters, from the previous version of the plugin. B - Shelters, sims and street furnitures from @Barroco Hispano C - Shelters from @uroncha (back to the origins! .. And the source of inspiration for this plugin). Each Set includes 22 Lots of subway stations and bus stops. .. 12 bus stops : On street, road, oneway and avenue: ortho, diagonal. On street and road T and X. .. 10 metro + bus stations : On street ortho and diagonal On road ortho, diagonal, T and X. On oneway and avenue ortho and diagonal. The capacity of the bus stop: Street, Road and oneway: 17000+ ; Avenue: 20000. The capacity of the metro stations: 24000+. Note that stations on T and X can be placed in front of residences, without blocking the «road connection». Submeunus appear in the Miscellaneous Transport menu (Bus and Metro). Road markings styles & Textures SBS are offered on the NAM, SENT (road and oneway) networks as well as on TSR and WWS streets, available in 9 marking styles. The inspiration for some of these marker styles comes from markers seen in a city in the country indicated in the file suffix: DE, NL, ES, JP, IT and UK. It’s just a file name! The STD and STDW (for white) formats are visible in several countries. And the 9th «NoM» for: no marking, also visible in (many) countries! With the exception of OW-Avenue, each network file is separate, allowing you to mix and match styles. Previous version Lots from previous versions (1 to 1.3), planted in your cities, don’t have to be deleted. The names of the A-line DAT files have changed, but not the IDs. Installation If this is not your first installation, or|and to check the presence of dependencies of this plugin, use the Clean&Dep_scoty_SBS_1-4.txt (.. ** .. ) file in SC4Cleanitol or the old BSC Cleanitol. Place the contents of the ZIP file in your \Plugins directory. Then select the files you wish to keep: In \scoty_SubBusStations_A|B|C, select EUs or US, LHD or RHD. In \scoty_SubBusStations_textures, multiple choice: - Either keep a directory (a marking style) in which you retain only the installed ; choose your Street Maxis, TSR or WWS and for ow-avenue and road : SENT, maxis-NAM EU or maxis-NAM US. - Or you can mix one of the 8 styles, retaining only one of ow-ave, road and street. Dependences --- SBS A, B et C .. Nams PROPS PACK Vol 2 .. Additional Subway Entrance Props ... (can keep only the model: RoadsideSubstairs_Mcdrye_0x33317b90.SC4Model RTMTV3_PropF_Subway_Mcdrye_SteelBlue.dat) .. Modern Realistic Subway Station V2 ... (can keep only the model: subwayiiredotextureattempti-0x5ad0e817_0x39671410_0x30000.SC4Model subwayiiredotextureattempti-0x6534284a-0x99472a58-0x796b3c63.SC4Desc) .. BSC-TSC Girafe French Road Signs .. SC4D LEX Legacy - BSC Common Dependencies Pack 1.7 >> .. SFBT Fluggi Modern Bus and Tram Stops (can keep only the "SFBT_Props\" dir.) << finally 11/2025 fixed depdc link .. SFBT Essentials .. VIP Vnaoned Props Pack vol01 v3 .. SC4D LEX LEGACY - BSC VIP Girafe Flora Pack .. NAM 48+ 1.7 >> .. Submenus > Submenus DLL .. and optionally .. Scoty Submenus --- SBS - B .. AGC - Environment DLC ** .. AGC - Casual Sims DLC ** .. AGC - Streets DLC ** --- SBS - C .. Diagonal Intersection RoadTop SubwayBus Station .. (only MTRT-Models.dat) Thanks to all the creators of the props used here: Namspopof, Barroco-Hispano, Uroncha, Girafe (always !), McDrye, tjh876, khoianh & Fluggi, Vnaoned, the SFBT team and The NAM-Team! * .. «bah non !» ... Of course, there’s no «Lines» management in SC4! .. ** .. make sure you have all the files for these DLC and Pack-Element (Simple ref. in Cleanitol) !!
×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections