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Found 14 results

  1. Just Another Coal Town

    View Album Entering one of the town's residential areas, a mix of old and new... Passing some small scale industrials, large textile manufacturing, waste management... Entering the main industry - coal... The old quarry... Night time... Bye bye...
  2. Version 1.1

    164 Downloads

    The Norfolk and Western Railway (NW) used the HL Class 40 ft, 2 bay "fishbelly" hopper cars to transport coal during the early to mid 20th century. These Late Steam/Transition era cars have the "sloped side sheets" with original road numbers 22000-25999, 38000-39999, and 68500-69499. [1] Some HL class were rebuilt into H9 class around 1949, this marked the beginning of the phasing out of the design. By 1960 they were using different cars and different paint schemes, and the Norfolk and Western was running diesel on its mainlines starting in 1959. [2] Installation: Simply unzip the "CT14 - Norfolk and Western HL Class Hopper Cars.zip" file into your plugins folder. Removal: Remove the "Norfolk and Western HL Class Hopper Cars" folder from your plugins folder (normally in Plugins/CT14/Norfolk and Western HL Class Hopper Cars". Lots which use these props will be a little bit emptier. Prop catalog: For SimCity, these cars have been rendered as HD props in a variety of angles and filled with coal in three variations, along with empty car versions. Orthogonal (3 load variations plus empty): - 90 deg Diagonal (3 load variations plus empty): - 45 deg Curve Fitting Angles (consecutive angles' loads will generally vary, plus empty versions of all): Left and Right versions of: - 5.625 deg - 11.25 deg - 16.875 deg - 22.5 deg - 28.125 deg - 33.75 deg - 39.375 deg Fractional Angles (3 load variations plus empty for each pair of angles): FA2 26.6/63.4 FA3 18.4/71.6 Release history: v1.0 - 20170225 - Initial release References: [1] Rex Desilets, "N&W HL Class Hopper Road Numbers?" (O Gauge Railroad forum), http://ogrforum.ogaugerr.com/topic/nandamp-w-hl-class-hopper-road-numbers?nc=1 [2] PC9850, "Correct Steam-Era N&W Coal Hoppers?" (ibid), http://ogrforum.ogaugerr.com/topic/correct-steam-era-nandampw-coal-hoppers Development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  3. Troy Gasholder Building

    Version 1.1

    229 Downloads

    ATTENTION: Use one of the HD or SD model sets, not both. Remove the folder for the one you don't want. This is the Troy Gasholder Building, built in 1873 for the Troy Gas Light Company in Troy, New York state, USA. Designed by Frederick A. Sabbaton, it housed a telescoping iron gasholder of the type found in Gascooker's prop packs and default Maxis industrials. For more information please see: https://en.wikipedia.org/wiki/Troy_Gas_Light_Company Lot info Size: 3x3 Type: Natural gas power plant Menu: Power Plop cost: 900 Power generated: 300 The building is lotted as a 3x3 power plant with 10% of the plop cost, and 10% of the power generated as compared to the default Maxis natural gas power plant. Historical accuracy caveats The prototype lot would be close to 3x8, including a coal shed, maintance shop, and pipelines. In the interests of space, this lot presents a small storage and maintenance yard, along with a propane filling station. The real building is red brick with stone courses. This lot features a prop family with two alternate versions to fit in better with different areas: brown brick, and whitewashed/boarded up. The boarded up version has no night lighting. However, the small greenspace on one corner is found in the real life version, which is located in a residential neighborhood of 2-story rowhouses. Dependencies BSC Mega Props - JES Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSC Mega Props - JES Vol09.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2349 Installation Simply unzip this folder to your plugins folder. Removal Bulldoze any examples of this obsolete Victorian folly which remain in your cities, then remove this folder from your plugins folder. Upgrading The HD models share their IDs with SD, and there have been no change to prop descriptions, so it should be possible to upgrade without bulldozing existing plops. Remove the "Plugins/CT14/Troy Gasholder Building v1.0" folder to a backup location, then move the v1.1 folder into Plugins, as for example "Plugins/CT14/Troy Gasholder Building v1.1".
  4. This entry will cover the east end of the refinery district but before I get to that I'm trying to finalize the texture selection for the hydro pylons I recently created and I would welcome your input. Imo this mod would best be used in either and industrial or suburban settings. It might be interesting to use in areas of higher densities too, but it would be largely be hidden amongst taller buildings so I think its more important to decide on how well it contrasts with development in areas of lower density buildings. Additionally you don't really need a space saving hydro pylon that goes over roads and railways outside of the city in open landscapes so getting the contrast right with natural scenery is less important as well. Imo, the lightest texture works best because it stands out more against the grayish textures used on most industrial lots, but if I'm wrong about that just let me know! Vote on the poll for which option you think works better. Options are number from 1 to 3 from left to right, plus a 4th alternative option. Onto today's entry. End of the Hydro Corridor Here we see once again see the Eastlea hydro corridor running down Petrol drive. The piplines next to the roadway lead to Tank farm A with some diverging to one of the refineries flare stacks. A pedestrian ramp-bridge runs above the rail line to the main parking lot for the refinery which is located on vacant land squeezed in between between the rail line and highway 705. You can see the transition BAT I've created to start/end the hydro line. 2. 3. Some renders of the end piece in 3ds Incinerator & Tank Farm A At the end of Petrol Dr. is a small incinerator owned by the 'Squeaky Cleaning Company'. Kudos to you if you know where that comes from. Organic waste is stored in stainless steel drums outside the plant to mitigate odor pollution. Sometimes soiled recyclables are dropped off in piles outside the building. The facility is largely automated using robots to transport the drums minimizing manpower requirements and the sites overall foot print. The incinerator has a maximum capacity of 75 tons/hr 1800 tons/day through which it produces a small amount of power the maximum capacity of which is 88MW. Tank farm A is located behind the incinerator and has 7 large & 8 small storage tanks. The coal wharf for the power plant is in this vicinity as well. 9. 10. This one of my favorite parts of the city, the transition from industry to nature. 12. 13. 14. There will be a future entry that showcases more of my mmp work in this city. Eastlea Power Plant Turning back along the shoreline we encounter the Eastlea coal power plant. This small coal power plant was built by the Avalon Corporation in 1976 to provide power to their Apotex refinery and other facilities in Industrial Sector C. Excess power is sold to the PRPA (Pretoria Regional Power Authority) and routed to the Cental distribution grid via the Eastlea Hydro Corridor. The plant has only one unit with a nameplate capacity of 475MW. In comparison the massive Dresden GS across the Bay is nearly 5 times it's size at 2,240MW. Coal is delivered by only by ship to the port of Baycole using " handymax" bulk carriers with a capacity of about 50,000 DWT. The boiler is marred to a single-flue 400ft/122m tall smokestack. In contrast to most of the images so far this plant and the surrounding infrastructure is probably best view from a higher zoom. 16. 17. 18. 19. Port Facilities Further west along the shore are the piers used to off-load crude oil. 21. 22. The central section of the refinery will be covered in a future update as well. Night Shots I hadn't shown any night shots in a while, so here's a couple for the road. 24. 25. 26. Edit* Just remembered I promised to post a picture of the the 'train'. To get it all in one image with a decent level of resolution here's a odd little mosaic, bit of a mind bender actually The end. Told ya it was a long train! There is still more of the refinery to show but to cover it all it would double the length of this entry and after a while I think looking industrial lots might get a little repetitive to so. And so I'll take a break for the current topic and the next entry will instead be a special feature, the next in my series of overly informative Encyclopedic Entries. Except this time the information will be conveyed in a very unique way, stay tuned.
  5. Summary: When I gift coal from one city to another, where does it go? Details: City B has a coal power plant, a trade port, smelting, and a trade depot. Each of these have available coal storage capacity. City A sends a coal gift to City B, a size that could go to any of the four places. Where will it go? (I could experiment to find out, but maybe someone already knows.) Thx.
  6. Okay, so I just bought the City of Tomorrow, the Airships Set, and the Amusement Park Set. I know, a little bit late, but I have recently got back into playing this game and wanted something a little bit different to try. The Towers seem to be a challenge, but I love it. However, every city that I play since doing the upgrades, I have depleted resources. At first, I thought it was because of the new "omega" resource, but since Omega requires those resources to produce, this just simply is not the case. Also, I have had to demolish all Trade Centers and Ports to add new storage to them. Every time I would add a new storage lot or delivery trucks, they would disappear as soon as I came off from pause mode. Is there a solution to this issue?
  7. Version 1.0

    5,034 Downloads

    Hey all What this mod pack does: - Reduces construction cost - Reduces maintenance cost - Increases module count of regular coal mine coal shafts to 16 - Increases number of jobs - Decreases number of workers needed for production - Reduces power consumption - Reduces water consumption - Reduces garbage production - Increases resource extraction rate - Increases coal storage for regular coal shaft - Increases coal production update rate for regular coal shaft The things above apply to: - Regular Coal Shaft - Advanced Coal Shaft What I plan to add: Increased coal storage for advanced coal shaft. And here's a video: How to install: 1. Unzip the files after downloading. 2. Copy and paste the .package files into C:\Program Files (x86)\Origin Games/SimCity/SimCityUserData/Packages. NOTE: If pasting the files into this folder does not work, just put them in your SimCityData folder. Enjoy! More mods are coming! Spark_2015-12-30_23-55-04.avi
  8. COMMENT REPLIES:San Foca in the Night (SC4) kschmidt:Thank you very much raynev1:Thank you tariely:Everyone has their own style of build anyway thanks for the comment Mymyjp:Thanks for the comment Coal Hill (SC4) After a good night in the capital now we rest at a very lively campaign then welcome to Coal Hill. Here's a city district The main square and the Church The roundabout with a small central offices Between the countryside and the train station Highway junction very simple and realistic The sawmill of Coal Hill The old Castle of Coal Hill The Coal Hill wind farm very close to coal mine Here's the coal mine Meanwhile in San Foca (the new political center of the Federal Republic of Siculia (from left to right: Parliament, Monument for the fallen of the homeland and the President's House)) Indeed, meanwhile on Facebook And with this news bomb, is now closing! See you next week
  9. Version 1.0.0

    439 Downloads

    ENG: This is slightly improved coal plant FR: C'est l'usine de charbon légèrement améliorée
  10. Hi you all, Is someone having these problems as i'm experiencing? I start a new region (offline mode) and i want to build a industrial city. After deploying the mines and the recidences suddely the Coal Ore and/or Oil recources have disappered. With some luck i find (on the blind) new resource at the outer limits of the city. Don't know what to do about it. I'm using Skyestorme Mod pack 3.1 Regards, Nick
  11. I noticed on my electronics city that the rate of computers being produced is higher than that of my oil refinery in my drilling city. Since it's an electronics city, the most fundamental priority is to have a high level of education i.e. University. On my drilling city, I have a community college. Is the production rates of each factories different or does education affect the rates of production in industry related Specialization factories?
  12. Version V.1.0

    2,383 Downloads

    . Smokestacks. - By - This BAT/lot set includes two different smokestacks and a smoke effect prop to meet all your dirty (industry) needs. >:-D The first of which; of these smokestacks, is a tan-coloured stone one: The second piece included is a brick smokestack. Since the bricks are smaller and comparatively flimsy, I've added some reinforcement rings, as pictured in the lighter stripes around the circumference of the chimney: The final part included in this set is a lot containing a smoke effect. This lot may be plopped under a smokestack to produce the (desired) pollution. other than that, there's not much else to know. Of course, it would be wise to inform you that these lots may be found in the power menu and the only dependency required is located here: http://workingman-productions.co.uk/dlTracker.asp?GET=downloads/exchange/WMP_Power_Lots.zip I hope you like this little surprise (which was originally part of an art project for school). Enjoy!
  13. Trade Depots

    Hello, Anyone know if you can demolish individual lots attached as an upgrade to Trade Depots? What I mean is, I added 3 upgrade lots to my Depot, one for steel/metals, one for ore, and one for plastics. The problem is, I did not produce enough plastic from my recycling operations, so I "Closed" the lot, leaving the other 2 lots open, since they were profitible. Since you can only add so many lots to the original Depot, I wanted to demolish it so that I could replace it with a different lot, perhaps oil. Anyone know if this is possible? Or am I stuck with the old lot and need to build a new Depot? Thanks for any help! Mike
  14. JWB Combined Steam Plant

    Version 2

    1,666 Downloads

    My first in a series of Industrial BAT's based on real-world locations in Northwestern Wisconsin and Northeastern Minnesota. This BAT is based on a Steam Plant in Superior, WI. This plant produces 7,500 power. Post advice in the comments section below. Dependencies: PEG Security Fence
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