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Showing results for tags 'eye candy'.
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Version 1.1.0
633 Downloads
Hey Simtropolis, Inspired by the Netherlands' robust pedestrian infrastructure (and watching way too much Not Just Bikes ) I've made a set of eye-candy protected bike lanes designed to run adjacent and parallel to any orthogonal road-based network. The set contains simple pieces and uses the distinctive red asphalt found in Dutch bike lanes: One four-way cross, two three-way "tee" variants, and one two-way corner. The bike paths range from 1x1 to 13x1 in length. Your bicycling Sims get their protection from rows of parallel-parked cars, concrete planters, and bollards. Lindens offer a pleasant tree canopy and shade. The bike paths use custom overlay textures I hacked together in Photoshop. I layered Catalyst's red asphalt bike path textures on top of some red herringbone brick street textures (extracted from NAM) to give them extra visual interest. To be clear, credit for the bike path textures goes to Catalyst and credit for the red herringbone brick textures goes to the NAM Team. I merely merged them together. I originally made these for personal use and they were a real mess. Many thanks to @Tyberius06, who helped me clean them up and share them with the community (and who graciously offered his time and guidance with all my technical questions). DEPENDENCIES Unfortunately, given the ongoing file migration from SC4D to SC4E, I can't include links to all the necessary dependencies at this time. To ensure proper functionality, make sure you have the following files in your plugins folder: SFBT Props Peterycristi Props SC4D LEX Legacy - BSC Common Dependencies Pack BSC-VIP Girafe Carpack vol. 1-2 BSC-VIP Girafe Carpack vol. 3 BSC-VIP Girafe Urbanpack (CarPack vol. 4) vol. 1 (requires both Urbanpack vol.1 and Carpack vol. 4) BSC-VIP Girafe Lindens BSC-VIP Girafe-MGB204 Bicyclepack vol. 1 SimPeg Plop Orientation Tool (SPOT) RedDonQuixote (RDQ) HD Prop Pack Tamorr's Resource (requires only the Tamorr_Family_Props_V210.dat) Light Replacement Mod - German Set (requires only the Frankfurt lamp post model) -
W S S N C O P F L (Working Simulated Street Neighbor Connection Overhanging Prop Filler Lots) From its humble beginning with this post / question: @Cyclone Boom and I are proud to present a set of overhanging lots which fulfills this particular need. Ergo: Background In a new area of my Corillion region I have a small island which straddles a city tile border. Most of the Sims living there commute to the adjacent tile: I have a crappy little R$ area and it's connected to the neighbor. Like @Daeris, I feel that part which is road looks horribly out of place and spoils the illusion. Using our new WSSNCOPFL mod, it now looks like this. Or, if you are using CB's No More Neighbour Connection Arrows mod, it'll look like this: And it's still a perfectly working neighbor connection! Contents of the new Mod We've made overhanging prop lots for the vanilla Maxis street as well as each SAM of the Street Addon Mod (excluding SAM 1 Parking Lots). Because our lots each have a single, permanent texture for the S3D (said model created by @rsc204) that makes the overhanging prop static. We didn't want a zillion (and 7) lots in the menus, so we picked a wealth and density level they would represent. This allows any nearby sidewalks and grass to match up when they are the same wealth and density. In the following pics, they are thus grouped first by low wealth, low density, then Robin's industrial one, and finally, high wealth, low density. Vanilla Maxis Street: SAM 2 - Peg Dirt Road: SAM 4 - Peg Gravel Road: SAM 5 - Trolca's Dirt Street: SAM 7 - Hableurg's Asphalt Street: SAM 11 - MGB IndustrieSAM: SAM 2 - Herringbone Brick Street: SAM 6 - Klinker Street: SAM 8 - Cobblestone Street: SAM 9 - Brisk Red Brick Street: SAM 10 - Moonlight's Japanese Street: How to use this Mod When plopping these lots, the road and adjacent cells must be level or there will be goofy graphical glitches. So, start out by leveling the area using road stub plops: Edit: Pro Tip from @SIM-ple Jack: For those road stubs that come thru from another city tile which are 3 cells in length, you can bulldoze off two of them (leaving a single cell of the road with the connection arrow) and then connect the street to that. Now you only need to plop one of these filler lots. (I'll make new pics for the release version of the docs to show it that way.) Now back to the original (partially wrong) guide: Then bulldoze the road stubs and grab the corresponding WSSNCOPFL from the Miscellaneous Transportation menu: ^ Note: For this beta version those have been ordered to appear at the top of the menu. For release, we believe they should be buried far down so as to not be annoyingly in the way as they will only be used once or a few times per city tile. Next, simply plop them one by one to cover up the road. The arrow is automatically attracted to the network so they will be in the proper orientation for plopping. Plop the second one: And a third one: Lastly, replant the trees: ^ Note: The invisible part of the plopped lots does allow both God mode and Mayor mode trees on them. This also means other MMPs could be used instead. Known Goofinesses If plopping on uneven terrain you could see this: When first plopped (even on level ground), it can have this little oddity. Simply zoom in or out one time to fix that. This pic is zoomed to 200% to better show it: Zoning density makes a difference for nearby sidewalks. Here are some small homes which grew in high density zoning: ^ Ofc, if y'all don't mind this look, it's not hurting anything gamewise. Another thing is because the S3D can only have one FSH with no MIPs (specific textures for each zoom), the Klinker Street will show a Moiré pattern when zooming out. This image was taken at zoom 3 in the game and then I increased it to 300% so it's not tiny here: There is a wee bit of an alignment mismatch for these filler lots because the S3D model has to be raised 0.2 meters above the terrain. This is so they don't cause graphical glitches (aka z-fighting). For instance, here's a posh neighborhood where I have gaps between the actual zoning of the residential which I filled with Park Grass plops. Then in the upper left is a larger park. Notice how that one cell of the Brisk Red Brick Street decides to show dull R$ grass? So, I bulldozed a spot where the invisible part of the overhang lot could go (which I would then fill with trees) and plopped the overhang. Due to that height difference there is a bit of visual offset: ^ This same anomaly will happen at the neighbor connections too. Nothing can be done to fix it for all rotations. So, this glitch is one you have to decide if you can live with or not. (For the neighbor connections I'm willing to accept the slight alignment discrepancy in order to hide the more obvious road texture.) The Controller Cohort File I'm introducing what I believe to be a completely new concept for menu management. One can simply accept having very full menus with everything installed available. Or, use Menu Management Lots (MMLs) to hide them when not needed. Or, use the DAMN Manager with the DAMN Program. The first option is inconvenient due to the amount of scrolling needed. The MMLs have the slight drawback that one must re-select from the menu for each plop. And DAMN can be damn difficult to setup and get working properly. (There's nothing wrong with the DAMN program. It's merely more complex than other options.) Since I don't personally use DAMN, this next part is only about using the in game menus. The other issue which is tedious to setup properly for oneself is the order of the items in menus. What one person uses every other click in the game might be a once a week item for someone else. They would then have different ideas of how far towards the top or bottom they should go. Also, when having a large set of items, the reorganizing of their location has heretofore been a royal pain in one's posterior region since they must each be edited. With the method I've created, the location within the menu (as well as which menu the entire set will appear in) is controlled by one Cohort file. To move this entire set up or down within the menu needs only one simple edit using Reader. More specifically, the Item Order property in the Buildings exemplar: ^ This is shown with the hex value 0xFFFF8300 which is minus 32,000 in decimal. (The more negative the Item Order value, the higher it is in the menu and the more positive the value, the lower it is.) For this beta release, I've made it very negative for the convenience of accessing our lots quickly. Again, the beauty of this method is one single edit and the whole set can move to another position in the menu. This, IMO, is so much easier than editing every single lot's building exemplar. Then a second feature, tho not as useful, is that which menu they appear in can also be determined for the entire set with a single edit to the OccupantGroups property: Hiding Icons Even more useful for things which are plopped only a few times in a city tile's life is that removing the Controller Cohort file from Plugins causes all their menu items to disappear, but all plopped items are still fine in the city tile. This helps reduce clutter in said menu. To test this part, remove the WSSNCOPFL Controller Cohort.dat file from your Plugins folder. (Leave the other .dat files in place.) Plop Costs The plop cost is the other part which designates the position in the menu. We've simply set them from $1 to $11 so they will sort in SAM number order. The plop cost is located in each individual building exemplar. (Unless wanting to change the order within the set of icons, they are already set logically.) Design Consideration Each lot is a single 1 x 1 ploppable with an overhanging prop offset by exactly 16 meters. They are all completely neutral with regard to stats. Ergo, no pollution, no auras, no montly cost, or any of that stuff. The prop is facing away from the arrow so they will auto orient themselves towards the road. The 1 x 1 lot itself has no textures at all which makes it invisible after plopping and does not suffer from the water bug. ^ Ofc, you cannot zone in that invisible area nor plop any other lot on it. SNAFUs and Their Resolution Right from the start, there was a glitch. With the lot plopped the overhanging texture would sometimes ghost itself and look goofy. I believe this is the infamous z-fighting. ^ Per Robin's suggestion, this could also be fixed by raising the model more, but that would also exacerbate the alignment differences so I went with Plan B (described in a moment). ^ Edit: Robin did not say the above. I misunderstood. Then, also, the necessity of the S3D being raised by 0.2 meters made it such that the prop texture appears a wee bit too wide to match up to the ground textures of the road/street. While really only noticeable at zooms 5 & 6, increasing that to zoom 8 (using the sizeof 8 cheat code) it bothered me. My Plan B resolved both of those issues by making a copy of the original textures and adding an updated Alpha channel. Now it looks like this: ^ It lines up very nicely IMO. Additionally, SAM 6 (Klinker Street) and SAM 10 (Moonlight's Japanese Street) won't work at all by simply calling the NAM's textures. ^ Neither of those have the grass area so some road shows thru. Nor do they produce pretty sidewalks without a proper grown wealth adjacent. For 6 and 10 as well as for 2, 8 and 9, I baked in the good sidewalks when making full sized textures. Menu Location Per @Naomi57's suggestion, we'd hoped these could go in the Road sub-menu, however as best I can figure out the only things which can go there are tools (like the draggable streets, roads, or the like), placeholders for network plops which are in a Tab Ring, or a Maxis defined sub-menu. So, we've tossed them into the Miscellaneous Transport sub-menu. Beta Testing Ofc, CB and I have tried to test these every which way. However, there's nothing better than having other peeps also put them to rigorous testing. We have decided to have a closed beta which means we are not posting the file directly, but are asking for a few peeps who are willing to thoroughly test the complete set and report back with both comments and pictures of good and bad aspects. @Kloudkicker has specifically volunteered and we believe @Naomi57 did too by adding a Yes reaction where we'd asked about this in the original thread. While @Daeris reacted with a Like, we aren't certain if that was a commitment to help test. We would like a couple or three more peeps to join the test group. Let us know by replying below. When the file is ready (prolly later today or tomorrow), we'll send it attached to a Private Message. Beta Expectations Remember, we do expect feedback and pictures to be posted about the testing y'all do. We reserve the right to use any posted image in the final release. Credit to you will be given by editing in your ST name into a corner of the pic. If you happen to be proficient using Reader, also test moving the set to a different menu as well as the position vertically (Item Order) within the menu. (See the Controller Cohort section above for this latter part.) There's no particular rush, but we'd like to have a finalized version ready to post on the STEX within a couple weeks if possible. Download Beta See our post here to download the WSSNCOPFL v1.0 package. Conclusion Thanks for reading everyone. -Cori & CB
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How to build properly functioning eye candy city?
Tomato660 posted a topic in SimCity 4 General Discussion
Hello. My question is about how to make a nice and functioning premade cities and if can they be functional or eye-candy is their limit. I've seen a lot of premade cities like ''true earth'' and some other very detailed cities including residential buildings layout, it seems it was no random growing. Each residential is exaclty where it was wanted to be. What I've tried was only plop mod final, extra cheat console, some tricks with building residential over the existing growable ones to prevent them turning abandoned. Still there is no evidence this kind of sims are using mass transit like buses, monorail. None of this stuff is really functioning with ploppable residentials? What are the tricks with building these kind of cities? I want to see specific residential buildings and functioning mass transit in my city, what should I do? Wait for the specific building to grow and then make it histirical? -
Version 2.0.0
2,069 Downloads
Merry Xmas Everyone! Here is a gift to all the industrial moguls out there! SM2 DIY Oil Storage Ever wanted to make vast oil storage fields? Now you can. This set comprises of 29 different lots which combined with SM2 Oil Pipelines Vol2 gives you the ability to create whatever size oil storage field you wish. LNG tanks, small, medium, large and very large oil tanks are in the mix. Some of the world best known oil storage companies are featured. Esso Euroil Vopak Mobil Aral BASF Gulf 3 brands even feature a truck loading facility. There is also a rail loading/unloading platform which is compatible with both vanilla and RRW rails. Just connect the rail to the end stubs and play. Most of the lots can connect to the Oil Pipeline set. Some of the lots are standalone and do not require pipe connection. The entire set is eye candy only and you will find it under the power menu. Compatible with SM2 Fuel Terminal through pipe connection. All lots have these stats. Plop cost 200 Bulldoze cost 50 Power req 5 Water req 0 Maintenance cost 0 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/ Recommended to complete the set. SM2 Oil Pipelines Vol2 https://community.simtropolis.com/files/file/33344-sm2-oil-pipelines-vol2/ SM2 Fuel Terminalhttps://community.simtropolis.com/files/file/32507-sm2-fuel-terminal/ Simmer2 -
Version 1.0
1,312 Downloads
SM2 5G Cell Tower They are here! Just an eye candy 5G cell tower made for the latest cell phone networks. It will give a bit of Landmark and Mayor effect boost. You will find it under the Landmark menu. Lot size 1x1 Plop cost 1500 Bulldoze cost 250 Power req 2 Water req 0 Monthly maintenance 25 Dependencies SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 Simmer2- 5 Comments
- 3 Reviews
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- 15
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- cell tower
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Version 1.0
1,526 Downloads
SM2 Barrow Heliport An eye candy heliport to make your maps a bit more interesting. The only way to make it functional would have involved some heavy modification of the airport controller engine in the NAM folder and at this point it was not an option therefore you will have to settle for a non functional lot but it provides 144 medium C$$ jobs. You will find it under the airport menu. The entry/exit point can be connected to the street network for that seamless look. Lot size 14X10 Plop cost 35000 Power req 30 Water req 15 Provides 144 medium C$$ jobs Custom textures included! Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 VIP Delecto Ploppable people https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3448 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Simmer2 -
Version 1.0
616 Downloads
SM2 Old Abandoned Factory A fictional old rural factory with an STR rail stub. Perfect for those farm scenes. Connect it to the rail network for a seamless visual. Plop to cost 4250 No power or water required Also no road access necessary if you wish to use MMP roads. Look under the parks menu. Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 BSC - VIP girafe cattails https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2687 BSC - VIP girafe bushes https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 BSC - VIP girafe common spruces https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 BSC - VIP Girafe Poplars https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3579 BSC - VIP girafe daisy https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol2 https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Simmer2 -
Version 1.0
483 Downloads
SM2 Dora. Sister to Gustav, the most powerful mobile cannons built during WWII. These beasts where so heavy that they had to build a dual rail line with a super reinforced base just to move them a few miles. They no longer exist because they were destroyed at the end of the conflict. This lot is merely a military display and the only thing it will fire is its keeper for not cleaning the site properly Lot size 4X3 Cost to plop 10000 Residential cap relief 6000 across all 3 levels. Needs a bit of power and water to function. You will find it in the park menu. Lest we forget! Simmer2 Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3645 BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol2 https://community.simtropolis.com/files/file/32981-sm2-mega-prop-pack-vol2/ -
Functional large cities vs. smaller eye candy cities
Libertyville posted a topic in Cities: Skylines General Discussion
After playing several cities, I have come to the following realization. If you want to create complex transit systems and urban layouts and focus on primarily functions, you need to prioritize large and complex building, and use fewer assets and do less details. Too many assets and details will slow down the game to a ridiculous level. Also, details take a lot of effort and time. It is unrealistic to do that on a large scale. If you want to create eye candy, realistic cities with great details, you should build smaller cities with much less focus on functionality. With the current Parklife update, I haven't been able to play an existing city that I had been building for a couple of years. I realized that every update runs the risk of destroying an existing large city. You simply won't get to "finish" a large city due to the frequencies of updates. Building both functionality and aesthetics will not be feasible. -
Hi All, I am trying to put in a sunken GHSR network with walls. However every overpass meshes poorly with the walls. What sort of file should I be looking for to make the green space around the rail bridge go away? I just want everything to look nice. Thanks,
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Version 1.0
747 Downloads
The MMS (Modular Motel System by Becca (RebaLynnTS) was originally uploaded onto the SimPeg Website, this download contains MMS (Modular Motel System) 1 - Parking Lots by Becca (RebaLynnTS) MMS (Modular Motel System) 1 - Transitions by Becca (RebaLynnTS) MMS (Modular Motel System) 1 - Plaza Lots by Becca (RebaLynnTS) MMS (Modular Motel System) Resources by Becca (RebaLynnTS) MMS (Modular Motel System) Set One by Becca (RebaLynnTS) MMS (Modular Motel System) Texture Pack by Becca (RebaLynnTS) * As with all my creations, feel free to relot, repackage, and re-upload as you wish, just remember to give credit where it is due.* NOTE from Tariely The lots are neutral, self-contained (no external dependencies), and can be found near the bottom of the park menu. RebaLynnTS original readmes are included. The pictures by Paeng were lost, but some shots of the pieces were made to replace them -- and a quick plop in-game of a gigantic, non realistic motel to show what can be done with them. RebaLynnTS was very important for the community in the heydays of custom content, when SC4 was first open to batlotters; we are glad to bring some of her own content back here. All RebaLynnTS files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -
Version 1.0
712 Downloads
Too much SC4 custom content gets lost on the web as websites come and go. Most Kazuki's content seems lost, except lots that have been salvaged on the STEX : Kazuki RedBrickPlaza Lots 1.0, Kazuki Road Divider Park Lots 1.0 and, relotted by nos17, his street stalls . Here is the original. Disclaimer : those are kazuki's only, I am only saving them for the community. -------------- NB : I have slightly amended Kazuki's own readmes to delete the unreadable parts in Japanese. Dependencies : BSC MEGA Props - Gascooker Vol01 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397 Screenshots of SC4 by kazuki site web (alas, images only) : http://klex.blog85.fc2.com -
Hey yall I'm startin this new city. I'll add more dialogue as I go. Here's the beginning, just getting started with some zones: Starting to develop: Zoomed out pic: Some medium density residential growing in... apartment buildings on the avenue, higher density, more traffic, more inner city downtown feeling: More neighborhoods:
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Version 1.0
5,022 Downloads
This is my first BAT ever. Worked a full week on it.. With this set you can beautify your highways, railroad tracks, you name it. This plugin contains overhanging pieces to allow you still plopping highway signs or other stuff along your highway. Don't forget to check back for updated versions (click "follow this file" button). The next version will have diagonal pieces. Have fun! Dependencies NONE! (you happy!?) (you should be!) Installation Extract the zip file to your plugins folder. It doesn't really matter where. You don't need both downloads. Just one. The unpacked version is for people who have trouble with the packed one. Usage: - You can find the pieces most likely all the way down in your 'parks' menu. - Flatten out the terrain before you place them. It absolutely needs a flat terrain to be nice. Sadly enough.. align to slope just didn't work. - No corners (sorry but this was already a tremendous amount of work, maybe in the future) Donate? You don't have to, but it's welcome . I'm a poor disabled sucker.. Motivates me to create more! You decide what to donate. At paypal -
Although Metro has a diverse skyline, there are still many duplicates within. So instead of taking quadrant shots, I just took some snapshots around the downtown area. This post will feature nighttime snapshots. Thanks for stopping by!
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Although Metro has a diverse skyline, there are still many duplicates within. So instead of taking quadrant shots, I just took some snapshots around the downtown area. This post will feature daytime snapshots. Thanks for stopping by!
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Quad City: Tour - Southwest section of city
boisemetro posted a City Journal entry in Quad City Journal
Welcome to the Southeast section of Quad City! Current Population 256,021 This section of Quad City features a mix of: Commercial & Residential Section Highlights Include: Thank you for reading this update. Please rate this entry. Comments are always welcome. :-) -
Quad City: Tour - Northwest section of city
boisemetro posted a City Journal entry in Quad City Journal
Welcome to the Northwest section of Quad City! Current Population 254,616 This section of Quad City features a mix of: Commercial & Residential Section Highlights Include: Thank you for reading this update. Please rate this entry. Comments are always welcome. :-) -
Quad City: Tour - Northeast section of city
boisemetro posted a City Journal entry in Quad City Journal
Welcome to the Northeast section of Quad City! Current Population 254,933 This section of Quad City features a mix of: Commercial, Residential, High Tech Industrial, and the Airport Section Highlights Include: Nnote: Tn Hospital is actually the red crescent hospital. Thank you for reading this update. Please rate this entry. Comments are always welcome. :-) -
Quad City: Tour - Southeast section of city
boisemetro posted a City Journal entry in Quad City Journal
Welcome to the Southeast section of Quad City! Current Population 256,487 This section of Quad City features a mix of: Commercial, Residential, and High Tech Industrial Section Highlights Include: Thank you for reading this update. Please rate this entry. Comments are always welcome. :-) -
Version 1.0
1,320 Downloads
DESCRIPTION A small ventilation shaft.Those buildings are found near or above tunnels, their purpose is to recharge air inside them. The one i modelled is based on two ventilation shafts. The first is the shaft above the Brooklyn-Battery tunnel, on the Brooklyn side, that fits and serves a two bore tunnel. The second is the shaft above the third bore of the Caldecott tunnel in Oakland, CA.It fits, and serves, a single bore tunnel. I took the design from the first, and dimensions from the latter.In SC4, it would fit above or near single-tile wide tunnels, and would look odd if placed next to double tile wide tunnels. You can find it in the landmark menu.I tried placing it in the misc transportation menu, but something went wrong.Sorry. MaxisNite and DarkNite provided. Modelling and modding: Francis90b LOTing: Twrecks. DEPENDENCIES BSC MEGA Props CP Vol.01 BSC MEGA Props JES Vol.01 BSC MEGA Props JES Vol.02 STATS Lot size:2x2 Building type: job-less landmark Plop cost: 3000$ Monthly cost: 20 $ Bulldoze cost 500$ Landmark effect: neutral Flamability 150/255 Air pollution 10/2 Water pollution 5/2 Garbage generated 2/0 Water usage 125 Electricity usage 100 One last thing...Enjoy! -
- 18 Comments
- 27 Reviews
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- 4
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Version 1.0
1,847 Downloads
Hello there tody i will host another set of buildings these are eye candy Dependecy: -Foss construction tower https://www.simtropolis.com/STEX/details.cfm?id=2879 It has no stas since it is basiclly a cement lot moded to 2x2 It was made to order to Skyscraper The lot were made by me but the towers are from Lord-quillan2 I suppose that is all for now. Happy Halloween -
Version 1.0
3,897 Downloads
Hopefully fixed the files now, sorry i included the wrong file. Entirely my fault. One of my 'lil side projects... Based on the Ulvøy Bridge (Ulvøybrua) in Oslo, Norway. I transit enabled one of the ends, and let the rest overhang, it's not functional and is purely for decorational purposes only. It's not very large, shouldn't be any longer than 12-14 tiles. Stats: Size: 2x1 Wealth Medium/§§ Bulldoze Cost: 60 Plop Cost: 3000 item Order: 5 -Pollution raii- Air: 1 Water: 2 Garbage: 0 Radiation: 0 Flammability: 10 MaxFireStage: 1 Power Consumed: 0 Water Consumed: 0 Place the file into mydocuments/simcity4/plugins It's advised to make a folder for my stuff within plugins, in order to organise it. dependencies: none Enjoy. -
Version 2
10,496 Downloads
UPDATED : September 03,2014 included MML in main file no other changes. Set of 22 different stacked freight container lots that I made for my industry . There EyeCandy Only 860kb Download In This File you'll Find: 8 1x1 Container Stacks 2 1x2 Container Stacks 2 1x3 Container Stacks 2 1x4 Container Stacks 2 2x3 Container Stacks 2 3x2 Container Stacks 2 3x1 Container Stacks 2 4x1 Container Stacks 1 Dependency :BSC Mega Props JES Vol 07 If you cannot Download the Dependency you must register at the site itself then you can download it: https://www.sc4devotion.com/ Credit goes to Jestarr for the props used & tomdapom for inspiration to make a set to go with his. Thanks to Banditp91 and Swat_Medic for testing it for me. All of them are located in your parks Menu They have absolutely no effect on your city.There Eye Candy only Enjoy SimNation Cori edit: Updated Linky to the BSC Mega Props - JES Vol07 dependency.- 47 Comments
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