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City-building game(s)

Found 173 results

  1. Version 1.1

    60 Downloads

    Bus & Metro Stations (RD2, AVE4, OWR2, NWM) This mod allows you to build bus and metro stations on Maxis networks (RD-2, AVE-4, OWR-2) as well as on NAM (NWM : AVE-2, AVE-4, OWR-3, OWR-4, OWR-5, ARD-3, NRD-4, RD-4, RD-6, TLA-3, TLA-5 and 3 Tiles (AVE6 and TLA7)). You can choose between European road markings (EU, dashed white line) or those from the American base game (US, solid yellow line). To further customize your gameplay, once you enter the installer, you can choose between left-hand drive (LHD) or right-hand drive (RHD) and white or yellow crosswalks. This mod is a simple conversion of the same option available in SENT, with textures compatible with those of Maxis and NAM. Compatibility Incompatibility • STEX - Aka - SENT Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Streets DLC • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the OWR-1 Parking mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. OWR-1 Parking installation requires Java Runtime Environment (JRE). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order This mod must be read after the NAM, so that the textures of the OWR-1 car parks overwrite those of the NAM. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests.
  2. Bus?

    I think the construction of Metro is great, as you drag it, the line is built, and as you drag it to the station, it will automatically become interchange. It is convenient. But why the citizens mainly take bus unless to delete the bus line?
  3. Hello everyone! I have a small bug. The lights of the bus doesn't work. I guess that UDI things affect him but I can not find those plugins
  4. @frayer, @Elitejohnson, @Honolulu, @mitsos, @Daeris, @Kuba138, @CaptCity, @Mr. Jay, @Propfam, @TogaMasterJohn, @Golan0, @Barroco Hispano, @Dead_End and @hugues aroux: Thank you very much for your likes and your comments RIP, Odainsaker It's been a year, right? Damn. Time for some updates, I guess. Today we'll have a look at the transportation system of Fairview and the layouts and patterns of our cities. How our cities will look like and how our Sims could go from point A to point B with the minimum carbon and environmental footprint possible? Let's find it out. I wanted every city to have its own layout and identity, in order to study various patterns and make Fairview a more interesting place to visit. As I like to say, variety is the spice of life. So we have organic-grid fusion for Green Eden, radial design for Arcosanti-3000, nazcanian pattern for Venus City, and city clusters for Lys. As well as a few avenues and one-ways "randomly" placed here and there In Green Eden I used a mix of organic layout with the classic grid. The grid pattern is simple, elegant and straightforward, based on order, efficiency, and problem solving. Finding an address here is very easy, and emergency and delivery vehicles can reach any location without the fear of getting lost in an irregular, chaotic pattern. Building infrastructures is also very easy thanks to the orderly design of the grid. The city plots in the grid pattern share some standard sizes, which promises some form of social equality. However it has some drawbacks. It looks very cold and mechanic, and it's not very flexible according to the local terrain. For those reasons it can become very boring and repetitive very fast, as if it was designed by a machine that puts logic over anything else. In larger cities, it can also form strong wind corridors between tall buildings, although it can be utilized by small vertical-axis wind turbines for extra energy. The organic pattern, on the other hand, is based on necessity and geography, making it look more ecological and humane than the orderly grid. For those reasons, it's more flexible according to the terrain and can lead to the construction of more interesting and diverse cities, providing a better and richer visual, social and cultural variation than the griddy cities. Tourist and even locals may get lost in those organic cities, which however is part of its charm because it encourages them to explore the city and drive them to beautiful surprises. This may sound like a perfect pattern for a solarpunk city, but hold your ponies! Infrastructure development can be very challenging and expensive here, especially when we're talking about bigger and vital projects such as building universities and hospitals, and navigation can be so difficult it's very easy to get lost, which can be very catastrophic in emergency situations such as floods and earthquakes. The last thing you want is having fire trucks and ambulances wasting vital time while trying to reach the victims in a chaotic road network during a disaster. Both organic and grid patterns have their advantages and disadvantages. So, how about mixing them to get the best of both worlds? This is why Green Eden uses a loose-grid pattern, which is a fusion of organic and grid designs that mixes order with diversity. It's design is simple enough to ease traffic and navigation, and comes with more than enough forms of variations to make it look interesting and humane. Here, there is something for everyone. In fact, some of the blocks the city already has could eventually be redeveloped to form superblocks, neighborhoods that functions like smaller autonomous cities with their rules and identity. The smooth turns from NAM are so satisfying, by the way Since the main body of Arcosanti-3000 is located in a peninsula, picking a radial pattern is just a non-brainer. The radial arrangement makes it easier to construct and maintain the city while using far less energy and materials than any other pattern, making the radial cities more efficient and effective than griddy and organic cities. Furthermore, it's possible to get direct access from the center to the entire city and vise versa under this pattern. Since all the roads lead here, the center becomes the heart and the brain of the city and each district get fair and equal access to it, which is vital if the center houses important infrastructures such as hospitals and fire stations. Managing traffic can also be easy, especially if you have a good public transportation system with busses and circular tram lines. If you start from one end of the city and go through it without visiting the center, you'll always return to the same place. You don't have to waste energy and time in backtracking, thus making the radial design even more efficient. Overall, the radial design is both practical and awesome looking, making it the perfect pattern for a futuristic city, but it comes with its own challenges too. If there are no direct connections, moving between neighborhoods can be difficult and you'll have to go through the center. Because of this, the center can become even more crowded and traffic congestion can get serious, resulting to high levels of air pollution and car accidents all happening in a single area. This is why ring roads providing direct connections are so important for radial cities. Seriously, can you blame me for using this pattern? The Venus City uses a fusion of radial and organic pattern. Instead of been a big radial city, it has been broken into a medium-sized city and 2 smaller ones, all touching each other to form a bigger city with a specific design. This is something I like to call a nazcanian pattern, because it's heavily inspired by the Nazca Lines that form figurative designs of animals and plants if you look at them from a high enough altitude. The design of the Venus City resembles a drawing of planet Saturn made by the Italian astronomer Galileo Galilei back in 1610. Because of the crudeness of his telescope, he couldn't determine what the rings were, and he incorrectly guessed that Saturn was a 3-body system with 2 very large moons on either side of the planet, thus drawing Saturn as if it had ears or arms. Oh, remember when I said that the Venus City uses a mix of radial and organic pattern? This is what I was talking about. I didn't want to destroy the hill, so I decided to build a detour in order to preserve it. This is why Saturn looks like it has been bitten. Better sacrifice the design than the environment. Of all the cities in Fairview, Lys has the most unique pattern. Which is... no pattern at all! This part of Fairview has so many inaccessible natural features such as hills, cliffs and islands, that the only way to build a big city here is to essentially destroy the entire area. Which is out of question! For those obvious geographic and environmental reasons, Lys is not a big one-piece city like Green Eden, but a cluster of smaller ones connected together to form Lys. This city is as decentralized as it gets. None of these mini cities is more or less important than the others, like a group of people who have no leader but can still cooperative just fine. Lys is, generally speaking, a city made by satellite cities. However, each city in Fairview has at least one satellite city in various shapes and sizes, from mini neighborhoods to actual towns. Those cities work both as expansions for the larger cities and as autonomous settlements, with their own rules and personality. This, however, is the biggest satellite city yet. It's inspired by the City of Zakynthos, the capital city of Zakynthos island, at which I used to be a university student 20 years ago. The City of Zakynthos has plenty of pedmalls and you could explore it and go through the entire city on foot. For those reasons I decided to make something different in this city. Instead of the classic streets, this city comes with plenty of pedmalls and bike lines. You can say that this satellite city is my tribute to my university years. Maybe I should provide all of my cities with more pedmalls and bike lines too. And speaking about bike lines and pedmalls, I think it's time to talk about Fairview's transportation systems. In most solarpunk scenarios and eco-cities concepts, people are using anything but cars to move around. In those scenarios and cities, cars have even been entirely banned, and any roads there are only for pedestrians and cycling. This is a common form of reaction against our current car-centric cities, with all those space-wasting parking lots and those highways cutting entire neighborhoods and replacing green with asphalt, giving nothing but air pollution and traffic jams and contributing to climate change. In our cities the car is the ultimate ruler, because this is what lobbies and car industries demand, and we, the people, are just some worthless pests who only live to work and pay taxes until we die. So, it's no wonder why more and more people want car-free cities. I don't like car-centric cities either and I'd like living in a car-free city like the above, but there is a problem with having no cars at all. Some people just can't walk or use public transportation for various reasons, such as disability. They need a car to transport themselves, and outright banning cars would be catastrophic for them. Besides, cars are tools and they can be useful in various situations, such as transporting supplies in isolated areas or injured people to the nearest clinic. This is why we're going to pick a slightly different strategy. Fairview will welcome cars, but will not worship them. Here, cars are not the rulers. People are. Here, cars are just a way to move around. Not the only way. To achieve this, Fairview strategy is to invest in public transportation and encourage walking and cycling, by having mass transit stops everywhere, schedules so often you'll not have to worry about missing a bus, and a better zoning strategy in order to make the cities walkable. Cars will still exist, but they'll not been prioritized above anything else anymore. If you can encourage walking and using the bus, what's the point of banning the cars anyway? Let them be. Just don't put them above anything else. And no, replacing all cars with EVs, while a good idea, will not fix traffic jams and prevent car accidents. The easiest and probably the most obvious and straightforward (and cheapest) way to create a car-less city is by building such an extensive network of bus stops, preferably in every corner, that most Sims will simply have no reason to use a car. Why spending so much time driving in busy roads and finding a parking space, when you can just pick a bus from the nearest bus stop that will go wherever you want, whenever you want? Sure, buses are slow and make a lot of stops, but can transport a very large number of Sims, putting the "mass" in mass transit. In fact, an average bus can take 30 cars off the road, a full double-decker bus over 70 cars, and a large articulated bus can replace 80 to 100 cars, thus drastically reducing traffic jams, air pollution, and the need of space-consuming roads and highways. But the real innovation here is the subway system, with a sub station also in every corner. Instead of ordinary trains and railroads running under our feet, Fairview's subway is essentially an underground and extensive version of a Personal Rapid Transit (PRT). PRT is a public transportation system that features a network of specially built guide-ways, on which ride small automated pod-cars that can carry a few passengers per vehicle. In other words, a system that combines the efficiency and the safety of a train with the flexibility and the speed of a taxi. In this system, Sims can get on a pod immediately upon arriving at a station (which station can be literally under their house), and can take more direct routes to their destination without stops, unlike buses. Pods can carry much less Sims than buses but they're way faster, and can transport their passengers exactly to the destination they want, like a taxi. So, which is better? A slower but bigger bus, or a smaller but faster pod? Based on my experience, I believe that the bus is the best answer because of the high number of cars it can replace. But to be honest, I also find attractive the idea of something as flexible as the PRT. So if we can have both of them, why not? Buses and PRT could work together and Sims could either choose a bus or a pod, depending on their needs. Both buses and pods can be used for both inner-city and intercity commute. But if you need something that combines the high capacity of the bus with the high speed of PRT, the Magnet-O-Train is your best friend. The Magnet-O-Train is a monorail train that, as its name suggest, travels on magnetic levitation (maglev), reducing resource waste and shortening the average travel time. Why maglev? Because compared to the ordinary heavy trains, maglevs can achieve higher top speeds, superior acceleration and deceleration, lower maintenance costs, improved gradient handling, and lower noise. Furthermore, as a monorail, the Magnet-O-Train actually hugs the rail, eliminating the danger of deadly derails. However, maglevs are more expensive to build, cannot use existing infrastructure and conventional railroads, and use more energy at high speeds. To reduce its energy needs, the Magnet-O-Train is equipped with solar glasses that generate electricity with transparent solar panels. That's right, the train's glasses generate energy too! As about the cost, we'll talk about it in a future entry. The Magnet-O-Train is an obvious and brilliant choice for both locals and tourists because it's fast, safe, and environmental friendly. And if that's not enough, its terminal at the Venus City connects the Magnet-O-Train to the Fairview's extensive bus and PRT network. As soon as the tourist arrives here, the rest of Fairview becomes accessible. Alright, so we have pedmalls, bike lines, buses, pods, and a monorail. You think that's enough? Nope! Now it's getting even more cool, because now it's time to have a look at a regional transportation network unlike any other. A highway. Not a land highway for electric cars and hydrogen trucks. Oh no. A marine highway! That's right, a highway for water vessels that uses magneto-hydro-dynamic drives for propulsion, such as cargo ships, ferries, and even submarines. A highway over the river. Because of the river that crosses Fairview, this region is ideal for water transportation, but ordinary seaports are out of question because of the heavy environmental damage they could cause. So what's the next best thing? Offshore aero-seaports! That's right, seaports and ferry ports located in water, connected to the the rest of Fairview by underground roads. The idea of a water highway is based on the Alaska Marine Highway. Alaska is the largest state of USA, but only a dozen highways serve the state, and more than 80% of Alaska's communities can't be reached by road. So for food, freight, and people to get to those secluded towns, Alaskans invented a highway over the high seas, with ferries working around the clock to connect 33 coastal ports. Fairview's marine highway is similar to AMH, but it services not only ships and submarines, but also aircrafts, helicopters, and even spacecrafts. Fairview's seaports functions as vertiports too. A vertiport is a take-off and landing site for Vertical Take-Off and Land (VTOL) aircrafts, helicopters, airships, drones, and even VTOL aero-spacecrafts. Unlike ordinary airports, they don't need runways, making them ideal for Fairview, especially if they're constructed on water. This is a Silver Arrow, a modular passenger spacecraft that uses ion thrusters to fly. Silver Arrows consist of detachable sections that can be rapidly loaded or unloaded with passengers. When a Silver Arrow arrives at its destination, the selected passenger modules can be gently disconnected from the spacecraft's main body and land to the nearest pad of the vertiport by using smaller ion thrusters attached to the modules. And if that's not enough, we have something even more cool, even more futuristic, even more atomic-jet-techno-radio-synthetic-robotic-cyber-nano-pico-femto-quantum-photonic-solar awesome! Mountain trails. Yes, mountain trails! Mountain trails brings Sims even closer to the natural environment and are perfect for hiking, exploring, and for both educational and recreational activities, such as stargazing and bird watching. But they can also connect different cities if they're close enough, allowing Sims to commute and visit another city simply by walking through Fairview's wilderness. So we have mountain trails, pedmalls, bike lines, buses, PRT, Magnet-O-Train, ferries, submarines, VTOL aircrafts, helicopters, airships, and even spacecrafts. With all those choices available, do we really need bigger roads than we already have? We have some avenues and one-ways here and there, but that's all. No highways, not bigger roads, no huge intersections. Nothing else. We have the "basics" and we're happy for that. Only 2 bridges have been constructed so far, and both of them are just simple road. No highway bridges, nothing else. Having an extensive network of roads in Fairview is not only unnecessary thanks to all the above alternatives, but also detrimental to the local environment. Sure, roads brings cars, and cars brings air pollution and contribute to climate change, unless they're electric or hydrogen fueled. But roads are also the most common culprits of habitat fragmentation by penetrating and dividing wildlife habitat. Roads are necessary for transportation, but they can also decrease habitat amount and quality, increase mortality due to wildlife-vehicle collisions, prevent access to resources on the other side of the road, and subdivide wildlife populations into smaller and more vulnerable sub-populations. A common solution to this problem are wildlife crossings, structures like green bridges and wildlife tunnels that allow animals to cross roads safely. Wildlife crossings are indeed awesome, but do you know what could be even more awesome? Entire underground roads! When possible, of course. This is how we solve the problem of habitat fragmentation, combat climate change, and prevent roadkill. By having entire roads under the ground! See? This is how regional roads should look like. And yes, in this photo there is a road. Don't believe me? Try to spot it. Madness? Madness? This! IS! FAIRVIEW! Sorry, I couldn't resist And yes, you can use the underground roads to connect the seaports with the mainland. There are still some gaps that haven't been filled yet, though. In Arcosanti-3000 and the Venus City there are still some empty areas that haven't been touched yet. I'll keep them as they are for now, because they're perfect places for possible future expansions and developments. Satellite cities? Farms? A university? Who knows what we'll need someday. This is why it's very important to leave some room for future improvements, because you never know what you and your Sims will need. There is no perfection, no utopias. Only an endless road of constant changes and improvements. Be flexible. Be adaptive. Or, as Bruce Lee said, "be water, my friend". The next new entry will hopefully not take me that much time to prepare it. With the patterns ready, it's time to begin the construction of our utilities and civic infrastructures, prepare the zones, and start the fun. Follow Fairview Or follow this guy's fate
  5. Version 1.0.0

    369 Downloads

    This transport pack contains GLR, Subway and Bus stations modeled after modern Parisian stations (Mostly Tram T3a) Artistic liberties were taken to fit SC4. Included are eight (8) lots: GLR Side platforms GLR Side Platforms Diagonal GLR Island platform simple GLR Island platform with subway entrance (v2) Subway Stations Orthogonal Subway Stations Diagonal Bus Stops Orthogonal Bus Stops Diagonal The subway and bus stations props are arranged into families, that way you get a different entrance/canopy on your lots. Two different GLR platforms are available: side and island. Four different subway entrances are available: Stairs, Stairs+Escalator, Double Escalators, Lift. Six different Bus stops are available, made using the canopies of the tram platforms. The Subway entrances are also available as props with no signs to better fit other uses. Modding was done by @Tyberius06 , Thanks! Dependencies: Girafe Urban prop pack (Flower Planters) BSC MEGA Props CP Vol01 and Vol02 (Trees and Planters) Network Addon Mod (latest version) https://community.simtropolis.com/files/file/35572-bsc-vip-girafe-urbanpack-vol01/ https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack https://www.sc4evermore.com/index.php/downloads/download/6-network-addon-mod-NAM/2-network-addon-mod For support and news about future BATs, visit my thread on Simtropolis [Link] .
  6. ESA Åre station

    Version 1.0.0

    141 Downloads

    About This is a station inspired by Åre station. Åre is a large skiresort in Sweden. Stats Item Name ESA Are Item Description This building was made by a Typing Monkey Item Icon Item Order 18 Plop Cost 1400 Bulldoze Cost 100 Wealth Medium Wealth Pollution at center Air Water Garbage Radiation 7 4 13 0 Pollution radii Air Water Garbage Radiation 1 2 0 0 Flammability 37 MaxFireStage 4 Power Consumed 6 Water Consumed 23 Demand Created Jobs $ Jobs $$ Jobs $$$ R-$ R-$$ 8 3 0 8 3 R-$$$ 0 Budget Item: Department Mass Transit Budget Item: Line 0x00000001 Budget Item: Purpose Mass Transit Switch Budget Item: Cost 55 SFX:Query Sound 0x2A55BD56 SFX:Default Plop Sound 0x4A5EC571 Query exemplar GUID 0x4A565D13 OccupantGroups Building: Transportation Building: Rail Building: Strikable Transit Building: Taxi_Maker Building: PassengerRail Occupant Size Width Height Depth 108 16,3905 34,2314 Jail Catalog Capacity 9700 Traffic (general) Catalog Capacity 9700 Transit Switch Point Outside to Inside North,West,South,East Pedestrians Pedestrians Outside to Inside North,West,South,East Car Pedestrians Outside to Inside North,West,South,East Rail Pedestrians Inside to Outside North,West,South,East Pedestrians Rail Inside to Outside North,West,South,East Pedestrians Pedestrians Outside to Inside West,East Bus Rail Inside to Outside West,East Bus Rail Transit Switch Entry Cost 0,0071 Transit Switch Traffic Capacity 54000 Dependencies Girafe flora https://www.sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/27-sc4d-LEX-legacy-bsc-vip-girafe-flora BSC Common https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack ESA Railpack vol 1 https://community.simtropolis.com/files/file/34777-esa-rail-prop-pack/
  7. DSC - Road - Mitsubishi Minibuses

    Version 1.0.0

    105 Downloads

    DESCRIPTION This pack contains some Japanese (and one from Honk Kong) minibuses, based on the Mitsubishi Fuso Rosa. There are two styles, the commuter bus version (with full-height doors), and school bus version. INSTALLATION Drag either or both DATs into your plugins folder. COMPATIBILITY Each DAT contains one REPlacement for the vanilla Maxis bus/school bus, and 5 ADDitional versions. The REPlacements will clash with any other bus mod that replaces the vanilla Maxis bus/school bus. DEPENDENCIES No hard dependencies.
  8. SFBT Khiyana Bus Stops

    Version 1.0.0

    319 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.
  9. I've recently been playing around with creating cities that either have minimal dependence on roadways with a heavy focus on busses and rail, or avoid using roadways as a way for sims to get to and from places altogether. My latest city has zero roadway connections between R zones and C/I zones, forcing all sims to have to use the subway only. I'd be curious to hear other players' alternative transportation systems they've tried. What's worked and what hasn't? Any unexpected outcomes resulting from your transportation system?
  10. Hi All, Not sure if this question makes any sense, but I am going to try. I have attached two pictures in case that helps. When you place a subway station or a bus stop next to a road and/or intersection before you plop it on the tile a directional arrow appears. The direction of the subway station for instance can be changed by pressing either the Home Button or the End Button. My question is does the direction the arrow is pointed in matter? Thank you for your time.
  11. Version 1

    698 Downloads

    Disclaimer This file has been created by Fluggi and khoianh94 over at the now defunct SC4Kurier. There are currently plans to restore the lost content from the Kurier, but this will take some time, so, in the meantime, I, 11241036, am uploading this file on behalf of SFBT and in consultation with Tyberius06, in case it is needed as a dependency. Short description This download contains 17 lots with several bus and tram stops for your city. There are three different models: A simple bus stop with a glass covered roof made by Fluggi which can be found everywhere in Germany, and two other stops (one wide and one narrow version) with a roof in three different colors (blau, rot, grau = blue, red, grey) made by khoianh94 which are inspired from the ones in Munich, Germany. The narrow bus stops can be plopped directly on a road. Please keep in mind that transit enabled lots block access to adjacent zones. Use them in areas where the zones are orientated the other way, or make the lots wider than one tile by using the [ALT] and [CTRL] keys. The tram stops come in two different sizes and capacities, using the colored shelter models. All stations have been updated for the latest NAM/MTA capacity/TSEC standards. For further information, please refer to the Readme in the download. Dependencies: Network Addon Mod: https://www.sc4evermore.com/index.php/downloads/download/6-network-addon-mod-NAM/2-network-addon-mod SFBT Essentials: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/13-sfbt-essentials 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. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards.
  12. Version 1.0.0

    390 Downloads

    These are two GLR/Tram stations with a rather smaller/compact footprint. Both of the stations are heavily using @Simmer2's various props that he made for stations (platforms, shelters, subway entrances). They were requested on SC4Evermore discord as GLR stations that provide subway service too. These lots support the following transit/ravel types: GLR, Bus, Subway. Special gratitude goes for the following people: Simmer2 for most of the props on these lots Cogeo and Ebina for the split GLR textures MGB204 for the custom GLR paths for the split/island type tracks z1 and the fellow MTA/NAM members for establishing the current standards for transportation LOTs. Lot Names Tyb06 GLR Station with Subway_4x1 Tyb06 GLR Station with Subway (Island Type)_5x1 Note There can be some minor graphical glitches (known as z-fighting effect), that I'm aware of, though I won't bother fixing it. The split/island type GLR textures originally were created by Cogeo for an early and ancient version of the GLR, and later Ebina created an override texture set to match with the currently used GLR textures (see dependencies). These textures will be incorporated with NAM v49 (hopefully). For the island type station the split tracks have custom paths. The path files were created by MGB204 and updated by Tyberius06, this upload contains by defult the RHD version (GLR Island Type Track Paths v1.1 RHD.dat) in the _Resources subfolder, while an LHD version can be found in the _Documents/Optional LHD Paths folder (GLR Island Type Track Paths v1.1 LHD.dat). USE ONLY ONE OF THEM. Bear in mind these path files are also planned to be incorporated with the NAM v49. Lot Size: 4 x 1 tiles and 5 x 1 (island type) Menu Position: Building: Transportation, Building: MiscTransit, Building: Strikable Transit, Building: El Train, Building: Bus Stop Jobs: Jobs $ : 18, Jobs $$ : 3, Jobs $$$ : 0, R-$ : 18, R-$$ : 3, R-$$$ : 0 (4x1 version) Jobs $ : 19, Jobs $$ : 3, Jobs $$$ : 0, R-$ : 19, R-$$ : 3, R-$$$ : 0 (5x1 Island type version) Plop Cost: § 2000 (both versions) Bulldoze Cost: § 450 (4x1 version) § 500 (5x1 Island type version) Monthly Cost: § 45 (4x1 version) § 50 (5x1 Island type version) Flammibility / Fire Stage: 33 / 1 Power Consumption: 1 MWh/month Water Consumption: 0 Gallons/month Air Pollution: 3 over 1 tiles Water Pollution: 2 over 1 tiles Garbage Pollution: 5 over 0 tiles Catalog Capacity: 70000 (4x1 version) 75000 (5x1 Island type version) Installation: Unzip the whole bundle, or COPY the Tyberius06 parent folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder in your Plugins, best if you remove it somewhere safe outside of your plugins. You will find the LHD path file in the _Documents/Optional LHD Paths folder if you need that. Use either the LHD OR the RHD version depending on your game install. To uninstall: bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. Dependencies: SM2 Mega Prop Pack Vol1 SM2 Mega Prop Pack Vol2 SM2 Mega Prop Pack Vol3 SM2 Mega Prop Pack Vol4 Network Addon Mod v48 (or above). ebina Track Textures for Cogeo GLR Stations - for the split tracks/island type station GLR Island Type Track Paths v1.1 RHD.dat* - INCLUDED, you will find it in Tyberius06/_Resources folder *GLR Island Type Track Paths v1.1 LHD.dat - INCLUDED, you will find it in the _Documents/Optional LHD Paths folder.
  13. So many stations have access for buses built in, but I don't really like to use buses in SimCity 4 as it's hard to control where they go! I place an elevated station that connects to the subway, but it has a bus stop built in which is annoying as straight away it sends buses everywhere!
  14. My city had reached about 40,000 citizens when I decided to put in some bus stops. To my great surprise, I immediately found my mass transit fares were making me over $20,000. The only reason for this I can think of is this one bus stop which is at 450% capacity and over 76,000 usage. Sure, posting these kinds of profits is nice, but I can't help but feel these are ill-gotten gains due to some glitch. However, if someone can reassure me that I've simply stumbled upon an ingenious way to get rich quickly, I think I could live with that.
  15. I'm not sure if this is a glitch or not... But I'm sure I don't remember sims being able to change from bus to elevated rail via the highway! Is there a way to stop this other than adding a gap?
  16. The First 5 years

    Mayor Swizzy led the diverse group of settlers to found Bellflower City in the Northeast portion of the city both for the land's fertility and to allow the denser parts of town better real estate. The mayor took the radical step of connecting the City to the rest of Sim Nation by rail access only and renewable energy only. With the construction of Estación Colón, the first settlers were able to move into their homes and open the first farms and businesses. The citizens of Bellflower City quickly demanded access to the beach, which was soon designed on the nearest part of Río Colón. As part of Mayor Swizzy's multi-modal bonafides, he ensured the citizens has a parking garage and nearby car & pedestrian ferry installed. Citizens were quick to move in and access this favored public amenity, though business owners were more reticent to construct their enterprises due to the lack of consistent traffic. With access to Playa del Río and the Mayor's founding principles, including the establishment of a primary school, public library, medical clinic, a playground and community garden, and bus stops. the neighborhood of Bellflower grew quickly yet deliberately. The growth of the City continued along Bellflower Boulevard with the new neighborhood of Lakewood, complete with a Lakewood Library Branch and baseball field, and nearby access to farms. Though initially resistant, as the sole city in the region and the growing unemployment rate, the mayor compromised to demand and permitted the zoning of a new industrial district with nearby freeway access. While he ensured that the district had its own fire station, community safety office, medical clinic, and outdoor workers' space, the area soon filled up with the dirtiest industries. The mayor held a public meeting plotting the steps to promote education and unionization to improve the types of industries citizens would work for in the future. As wealthy citizens started moving into Viejo Bellflower, as the founding neighborhood started to be lovingly called, they soon started leaving just as quickly, leaving their mansions to fall into decrepit conditions. The newly formed Bellflower Citizens' Council proposed a renovation of one of these mansions as a public meeting space, with the Mayor gladly endorsed! Bellflower City after a half a decade.
  17. Version 1.0.0

    595 Downloads

    Multi-Functional Landmarks with Bus and Subway. TSEC for all lots .0095, Float32: Rep = 0 ___________________________________________ 1. Wisconsin Gas Transit Depot Sub and Bus. 4x3. Capacity: 6500, Medium Wealth Commercial Office Jobs: 1450. Demand Created: 225, Landmark, Ogle, VIP, YIMBY, Transport, Subway, Bus, Stop, Tourist, Automata: Limo, Taxi. Wisconsin Gas Building, Milwaukee 1930 Model: The Wisconsin Gas Building (v1.0) | Jestarr https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=457 - - - - - - - - - - - - - - - - - - 2. Audubon Building Transit Sub and Bus. 3x3. Capacity: 6500, Demand Created: 225, Landmark, Ogle, VIP, YIMBY, Transport, Subway, Bus, Stop, Tourist, Automata: Limo, Taxi. National Audubon Society Headquarters, New York, 1890 Model: Audubon Building Don Miguel 1.0 https://community.simtropolis.com/files/file/17516-audubon-building-don-miguel/ Audubon-Gebäude von Don Miguel und Jasoncw (same file as above) http://www.simcityplaza.de/index.php/whi-gebaeude/bueros/file/776-audubon-gebaeude-von-don-miguel-und-jasoncw - - - - - - - - - - - - - - - - - - 3. Bus & Subway Station Capacity: 3200, 1x1. Demand Created: 25, Transport, Subway, Bus, Stop, Tourist, Automata: Limo, Taxi 4. Commercial Services Transit Sub and Bus. 6x5. Jobs: 1250, Capacity: 6500, Demand Created: 25, Transport, Subway, Bus, Stop, Tourist, Automata: Limo, Taxi Props: SimCity 4 Buildings as Props bldgprop_vol1.dat Rush Hour Buildings as Props bldgprop_vol2.dat Flags: International Day of Peace Prop dayopeace.dat https://community.simtropolis.com/sc4-maxis-files/ Automata: Taxis used (These replace Maxis taxis) https://community.simtropolis.com/files/file/35323-taxis/ ___________________________________________ 5. Progen Transit Depot Sub and Bus. 5x5. Capacity: 12500, Demand Created: 225, Transport, Subway,Bus, Stop, Tourist, Automata: Limo, Taxi This lot is designed to stand-alone without the following props. Download these to see the complete lot. Bus Prop Pack 1.0 https://community.simtropolis.com/files/file/21968-bus-prop-pack/ Glenni-buspack-Coach-Greyhound-1 & 2 Glenni-buspack-RATP_Microbus-1 BSC-VIP Girafe Lindens (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Grfe_Lindens_evergreen + prop files - - - - - - - - - - - - - - - - - - Flora: Direct Link to Girafe Content on the LEX https://www.sc4devotion.com/csxlex/lex_search_00.php?query=eyJjcmVhdG9yIjoiNDUxMTYiLCJvcmRlcl9ieSI6InJlY2VudCIsIm9yZGVyIjoiREVTQyIsImV4Y2x1ZGVfbG9ja2VkIjoiMSIsImV4Y2x1ZGVfbm90Y2VydCI6IjAiLCJxdWVyeSI6IiJ9 ___________________________________________ SimCity Kurier Lot Exchange SimCityPlaza http://www.simcityplaza.de/ SimCityKurier (courier -> delivery service -> downloads) http://www.simcityplaza.de/index.php/simcitykurier SimCityKurier (google translate from German to English) https://www-simcityplaza-de.translate.goog/index.php/simcitykurier?_x_tr_sch=http&_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp ___________________________________________
  18. I thought I've read somewhere where bus stations should be separated by one tile from a train stations. Is this true because it's much easier to put them right next to each other.
  19. SimCity Taxi Company

    Version 3.1.0

    559 Downloads

    Transit-enabled taxi and bus stop with automata generators. Version 3.0 Long ago I worked the night-shift as a big-city cab dispatcher so this lot creation is a bit of nostalgia. Suffice to say, in the wee-hours of the night, the clientele in the cab business gets very interesting. As quoted from the 'Taxi Driver' movie, All the animals come out at night. ________________________________________________________________ *** This download was updated. See the Changelog at the bottom of the page.. *** ________________________________________________________________ There are 3 2x2 lots, 1 1x2, and 1 3x3 lot in this download 1.) The basic lot with bus and taxi access and no transit-enabled road running through. Technically, all the lots are transit-enabled, meaning they all dispatch buses and taxis. 2.) A transit-enabled lot which must be connected to a road on 2 sides, and can be placed inline with a road. Cars, buses and taxis will flow through. The transit switch allows pedestrians to exit or enter cars, taxis and buses from the lot. 3.) A 2x2 transit-enabled lot as above with Cobble-stone base texture. 4.) A 1x2 version of the Maxis textured lot, also functions as a bus stop and only requires one side, any side, as all the lots, for automata to access. 5.) A 3x3 Commercial lot with large parking area. Doesn't function as a bus stop but generates taxi automata and employs 380 persons. ________________________________________________________________ Vital Stats: Maintenance Cost: 100§ Transit Capacity: 1500 for first 2x2 lots, 2000 for the Cobblestone version, and 1000 for the 1x2 version. ________________________________________________________________ Image Descriptions: 1.) Title 2.) Lot 1. Parking area taxi stand and bus stop withouit a road connection 3.) Lot 2. Parking area taxi stand and bus stop with a road connection. 4.) Lot 3. Parking area taxi stand and bus stop with a road connection. Cobblestone- textured 5.) Lot 3. Night-lighting Lot 4. Not shown. 6.) Lot 5. 3x3 commercial services lot with no bus stop. Generates taxi automata and employs 380 persons. ________________________________________________________________ Dependencies: There are no mandatory dependencies. Taxi props are included. The following file may also be used in effect of seeing more taxis lining up to pick up and drop off pedestrians. Of the first 4 lots, the 1st, 2nd and 4th lots use Maxis textures so require no dependencies, and the 3rd lot uses a Cobble-stoned base texture found below --to add a bit of antiquity. Cobble Stoned Base Texture https://community.simtropolis.com/files/file/33759-cobble-stoned-base-texture/ The following mod may be used to make the surroundings flush with the 3rd taxi lot. It adds a 1x1 filler to the the top of the parks menu. Cobble Stone Filler (1x1) https://community.simtropolis.com/files/file/34292-cobble-stone-filler-1x1/ ________________________________________________________________ Lot Construction 1.) A blank model was placed in the Documents/SimCity/Plugins folder following the instructions found in the BLaM Blank download. https://community.simtropolis.com/files/file/17996-blam-blank/ 2.) The .SC4Desc file was made using the extended version of plugin manager. SC4 PIM (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2260 The following file may be needed to load the SC4 PIM. The file is easily found online for free. Note that it must be placed in the Windows System folder, that is, not the System32 folder (place it in both folders for any other purposes). MSVCP71.dll 3.) Then the Lot Editor was used to make the lot(s). Both the Lot Editor and the Maxis Plugin Manager can be found below, but the extended version of the PIM found above is far easier to use. https://community.simtropolis.com/sc4-maxis-files/ The lot editor user-interface may be improved with the following file: Lot Editor Expanded Preview Panel https://community.simtropolis.com/files/file/33900-lot-editor-expanded-preview-panel/ 4.) Next, the Taxi Maker occupant group was added using the iLive reader. https://community.simtropolis.com/files/file/21343-ilive-reader-093/ Taxi Maker Occupant Group: 0x00001903 With this OG added, taxis will appear immediately in-game. The Maxis default taxi automata are not as readily noticeable as the yellow taxi automata, and any other taxi automata than that listed above will work. 5.) LEProp was used to add the title, description and icon to the lot, as well as for defining characteristics such as maintenance cost and how much power and water the lot uses (not too much). LEProp 1.62 https://community.simtropolis.com/files/file/21350-leprop-162/ An icon template can be found below. It should be converted to a .png file for use with LEProp. Icon Template (Paint.net) https://community.simtropolis.com/files/file/34563-icon-template-paintnet/ 6.) Finally, SC4Tool was used to transit enable the lot(s). https://community.simtropolis.com/files/file/21368-sc4tool-english/ ________________________________________________________________ Conclusion: Its seems complicated, but not so much when you familiarize yourself with each program and follow the steps one by one in sequence. The secret to success is to not get frustrated with the quirks of each program; perseverance and patience will triumph. (mentionable quirks include ILive reader not giving an option as to which open file to save, and sometimes an icon in LeProp must be repeat-loaded and saved in order to appear. Also, the LE tends to easily crash as more lots and props are added.) So put on your cab dispatching cap and get those animals safely to their zoo habitats. When you answer the phone just say, SimCity Cabs. ________________________________________________________________ About Taxi Automata Taxis are a form of transportation available in the SimCity series. Taxis usually spawn only around rail stations and airports, although occasionally they can be seen elsewhere in the city. Like its real-life counterpart, the taxi is not a form of mass transit and taxis are usually run by private companies, therefore, taxi fares will not be included into your mass transit taxation panel. Taxis in the game are simply for aesthetic value, as they do not transport passengers, and sims do not use taxis as a method of transportation. Source: -SimCity.fandom.com Other Taxi Automata on the STEX: Driveable Checker Taxis https://community.simtropolis.com/files/file/3679-driveable-checker-taxis/ Big Yellow Taxi https://community.simtropolis.com/files/file/23227-big-yellow-taxi/ Origin of Included Props: Yellow Cabs https://community.simtropolis.com/files/file/3624-yellow-cabs/ The taxi stands can be used in tandem with sightseeing buses to add to the tourism theme: https://community.simtropolis.com/files/file/23253-sightseeing-buses-automata-lots/
  20. Bentley Bus and Car Traffic.png

    From the album Bentley, Alteria

    © Franyer Sánchez

  21. Bentley Bus Traffic.png

    From the album Bentley, Alteria

    © Franyer Sánchez

  22. Hey Guys ! Hope y'all okay ! Started to play SC4 after a few years, everything works, the game doesn't stuck or whatever but i have a problem It happened since today, i am working on my city (i know it looks bored, i am not a pro) but i am getting this no jobs icons and my houses are being abandoned. I don't know why, sometimes the icons are dissapearing and the houses are being renewd. Nobody is using the subway/GLR, i don't know why. Yesterday, few days ago when i was working on other regions everything worked as wel But i deleted everything and i started all over. Is it a bug, or any dependencies that are causing this problem, i hope not becasue i have allot of dependencies but the game works wel Everything else works Thanks if somebody can help me out
  23. Bus Pack HD

    Version 1.0.0

    1,532 Downloads

    This is a bus pack HD for your modern cities. Pack includes long distance buses with different bus models. I didn't created new models. Just reskinned models with new liveries. Textures are HD quality - 1024x1024. It is highly recommended to play the game in hardware mode. List includes following liveries: Eurolines FlixBus Jabbar Bus JetBus LeoExpress Lufthansa Airport Express Polski Bus Regiojet
  24. Version 1.0.0

    1,956 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.
  25. Version 2.0.0

    997 Downloads

    SM2 Serenity Subway and Bus Station A fictional modern subways and bus station that plops on a small roundabout. Connect to subway network. Lot size 1x1 overhanging Plop cost 2500 Bulldoze cost 250 Power req 8 Water req 8 Capacity 45000 You will find it under the transportation menu. Dependencies SM2 Mega Prop Pack Vol5 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=4046 Simmer2
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