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Version 1a
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Description: This is a small set of community gardens, working as a supplement to the default Maxis community gardens, for those mayors that want their sims to grow their own food. These lots come in 4 sizes, from 1x1 to 2x2, and provide a small park effect, as well as a small farming demand cap relief, while charging only low monthly cost. For further information and lot statistics, please refer to the Readme. Available languages: English and German Dependencies BSC Farm Fields SG Vol 02: https://community.simtropolis.com/files/file/11935-bsc-farm-fields-sg-vol-02/ 11241036 Textures Version 3 or higher: If you have downloaded the 11241036 Textures before May 11th, 2024, please download and install them again. You can just overwrite previous versions with the new version. https://community.simtropolis.com/files/file/33651-11241036-textures/ SimPeg Agricultural Mod "SPAM" (either full mod or Super Resource Pack): Full Mod: https://community.simtropolis.com/files/file/26080-simpeg-agricultural-mod-spam/ Super Resource Pack: https://community.simtropolis.com/files/file/26079-peg-spam-super-resource-pack/ BSC Common Dependencies Pack Version 8 or higher: https://sc4evermore.com/index.php/downloads/download/3-sc4d-LEX-legacy-bsc-common-dependencies-pack You need the following files: BSC Textures Vol 01.dat BSC_TexturePack_Cycledogg_V 01.dat BSC MEGA Props – Misc Vol02.dat BSC Mega Props – CP Vol02.dat BSC MEGA Props – MJB Vol01.dat WMP Mega Props vol. 01 - Misc General Props: https://community.simtropolis.com/files/file/33621-wmp-mega-props-vol-01-misc-general-props/ BNL Essentials and its subsequent dependencies: https://community.simtropolis.com/files/file/28639-bnl-essentials/ BSC VIP Girafe Flora Pack: https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora You need the following parts: Common Spruces Sunflower Field: https://community.simtropolis.com/files/file/21220-sunflower-field/ You only need the .SC4Model and .SC4Desc files. Maxis Castle Set (direct download link): https://community.simtropolis.com/library/maxis/sc4/buildings/Longfellow_Castle.zip Special notes: This plugin contains seasonal and semi-seasonal props. They may not always show up right after plopping. Please let the game run for a few in-game months, and they will appear sooner or later. This plugin has been optimized for usage with memo’s Submenus DLL mod. This means that users who have downloaded this mod will find this plugin being packed into its own submenu (make sure to read the installation instructions below). Users who don’t use it will simply find it in their park menu, somewhere in the center. The submenu icon looks like this (only one of the 4 circles is visible at a time): You may want to download memo’s Submenus DLL mod here: https://community.simtropolis.com/files/file/36142-submenus-dll/ Installation: Step 1: To install the lots themselves, please put the file Community Gardens.dat into your Plugins folder. Step 2 (optional): To allow the submenu button to show up, please either put the file CG_Submenu Community Gardens.dat or the file CG_Submenu Park.dat into your Plugins folder (do not install both files). The first one will make the community garden submenu show up under memo’s own Community Gardens submenu, the latter one will simply put it into your Park menu. To uninstall this plugin, please remove all instances of this plugin from your cities and then remove all files coming with it. Compatibility: This plugin is only compatible with SC4 Deluxe or SC4 with the Rush Hour Expansion. -
Credits: Subway and rapeseed field images in the feature image by DCInfo and Okko Pykkö respectively. The Businesspeople's decision to construct a tourist resort in the forbidden area of The Sacred Pond of Forces provoked a significant backlash throughout New Udanani. Pilgrimages to the Mirror of Seeing (a New Udananian oracle and a form of orery) intensified as people tried to ask the spirits and the stars about possible outcomes of this troublesome event. But, the voice of controversies surrounding these issues fades away the farther one moves from the Western Udananian coast. In the calm, distant corners of New Udanani that you are about to see today, the volatile mixture of business, politics and religion is a largely alien concept and the entire issue has, at least for now, been largely disregarded. Despite all the quarrels and fear that the Businesspeople's new endeavor provokes, the Localvore and Activator communities are calm and focus on their own backyards. The benefits of this self-centered approach are pretty evident when you take a look at their cities. Farmington, the Localvore capital is as pretty as ever with its wide-open meadows and fields. Some changes were introduced in the town, however, and several important investments took place since your last visit. Portions of smaller farms were repurposed for residential development. The number of people who want to join the Localvore tribe has increased in recent years and the local government decided that it might be a good time to provide extra living space for potential new citizens. As a result, the town expanded as far as population numbers are concerned and some new homes were built. The Localvores also invested in their transport infrastructure. A new road connecting Farmington to Blossom was built. The movement of commodities between two towns was modernized as well. First of all, the single-tracked rail line connecting the towns was expanded into a two-way network. What is more, an impressive grain terminal was built in place of the previously existing (and rather small) cargo station - the facility employs about 100 people. The farm area lost due to new projects, was reclaimed thanks to the establishment of two, new fruit plantations. These large establishments are cross-border and part of them lies in Farmington while the rest is within Blossom's administrative borders. The double-tracked rail line is, of course, continued in this second town. Of course, the town of Blossom plans for expansion as there is lots of space available in it. However, The Revered Spirits of the St'ropoli Dimension may also take a part in shaping the town's future... The question is - should a large lake be created within Blossom's limits? Or is it just a waste of arable land? Take your part in the vote and decide on the matter! Farming has also taken root in a place that many people would regard as not conducive to nature and plant life... Surprisingly, the Activators decided to build a town dominated by agriculture... It is indeed an unlikely achievement for a tribe which focuses on industry and heavily urbanized terrain. The Activators simply recognized that farmlands can cover huge areas of unused land very quickly. This, of course, helps to fulfil one of the tribe's core principles of avoiding empty spaces. Of course, one can easily spot a significant industrial area in the town. It is a bit cleaner than other industries in nearby Buildmoar and Industrious Hills. Most of the facilities present are home appliance factories, mills, food processing plants and light chemical plants (dealing with production of medicines and nutrient additives). The town of Groundcover neighbors the capital of Buildmoar to the West. Both cities share a border and transition from one into the other is seamless... mostly. The unusual employment options available in Groundcover, draw significant amounts of job-seekers. Some may ask, however, if hunting for a perfect job is really worth it, given how complicated the streets and commuting through Activator cities are... It is worth it. Because there is simply no more need to "navigate" these streets and sit through traffic jams. Communication between Activator cities was just made easier thanks to the comprehensive subway system. This, combined with tram lines, makes all travels significantly shorter and more cost-effective. Two subway lines are currently in operation. One of them (H1) connects Industrious Hills and Buildmoar. The other, (H2) serves as a connection between the H1 line and Buildmoar's city center. This new form of communication has become a big hit with commuters. It is estimated that the subway system services about 15% of Activator's workforce. Below, you can find some pictures of existing stations and the subway maps - one in a leaflet form and one superimposed over city plans. This will, hopefully, facilitate your next visit to Activator metropolitan areas. The interesting fact about the Activator subway is that knowledge required to build it was derived directly from the tribe's experience and technology involved in their mining operations. The city of Kuun Lan, where most of this industry flourishes, was central to this ambitious project and continues to supply the tribe with much-needed building materials. The famous quarry located in the town underwent some changes in recent years as well. All deposits were recorded in a special registry and work around them reorganized for better accessibility. This is why conveyor belts and separators were moved outside of the mining pit, while the pit obtained characteristic "snail" pattern, known from other quarries around the world. For the record, the result of the voting you participated in, in one of the previous episodes was taken into account. Therefore, be it known, that the Businesspeople have legalized gambling in their cities, significantly increasing the income of their respective, local budgets. As you can see, living away from political centers of gravity has certain undoubtable benefits. Focusing on one's own progress breeds development and peace required to take on new challenges. Sometimes, a little bit of healthy egocentrism is what really makes the difference! Comment replies: @TogaMasterJohn - Wow... I took a good look on the towns you mentioned last time and they indeed look terrific from what I can see on the map. Winona Lake is definitely a place if you like to spend your time by the water. I also like the arrangement of Warsaw's hotel and food places along Center Street - it looks like local government recognizes the tourist value of this spot on Indiana's map! Not to even mention the close proximity of some of America's most famous towns! @Tamijo - I agree!
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Any SPAM-compatible include any really agricultural job sinks?
AneriphtoKubos posted a topic in SimCity 4 General Discussion
I'm using SPAM and I still have a lot of AG demand. I have a city of about 600,000 people and average EQ is about 180-190. I'm curious if there are any huge agricultural job sink plugins that are compatible with SPAM? Thanks! -
The numerous experiences and developments of previous episodes, call for a little timeout. To this end, today we shall leave the areas occupied by The Smileyfaces, thrust ourselves across New Udanani and try to find a refuge amongst The Localvores. I must warn you though that, as is true almost everywhere, even the smallest communities have their politics and some of The Localvores have drawn their battle lines with regards to a certain issue throughout the last few years... Read on if you are interested about the nature of this problem. I promise it is actually fairly benign, so you certainly won't feel exhausted after reading - don't worry. Farmington - the capital of The Localvores - despite its apparent complexity, consists of just two major parts. Concentrated, low-density urban areas (which are, more or less, linear towns)... ...and large swathes of farmlands and open meadows. The latter, have been the subject of a serious debate in recent years... For a long time, The Localvores have consistently shied away from expanding their city or farming activities beyond the confluence of The Three Great Rivers. The undeniable benefits of fertile riparian areas caused The Localvores to grow very attached to such environment and land. As a result, many people were convinced that their tribe's goals are best met by staying close to the life-giving waters of Bila An'anani. This, however, started to be challenged by some of the townsfolk who argued that (as is the case with other tribes) the Localvore destiny is to lay claim to as many city tiles across New Udanani as possible. Some of the more religious proponents of this idea also pointed out to the fact that populating the entirety of New Udanani is one of Sulka's commandments and as such should not be ignored. Eventually, two opposing groups have formed as a result of this discord. The "Riparians" asserted that farming and life can only be supported along Bila An'anani river, while the "Explorers" believed that farming and life can be just as successful at any other spot. These ideas have frequently been discussed in public as well as in private. However, despite all of the heated debates (some of them brought before the Tribal Council), neither side was able to convince the other of their point of view. Many have even feared that the tribe itself may fracture and divide should the rift deepen... And although both factions were utilizing civilized methods to lobby for their interests, the divisions were becoming serious. Having practically no clue on how to deescalate the situation, The Localvore Tribal Council decided to allow "Explorer" groups to establish some experimental farms at a significant distance away from the shores of the cherished river. The reasoning was that it was best to simply put some geographical distance between supporters of both ideologies until everyone's tempers cool down a bit. Some officials have also hoped that the "Explorers" will quickly realize the futility of their nonsensical ideas and concede that "business as usual" is the best guarantor of the tribe's continued prosperity. But nothing of the kind has happened actually... On the contrary, it turned out that the "Explorers" have been able to successfully establish several large farms and plantations in their designated areas! The faction's fields have been developed to the Southwest of Farmington, greatly stretching the borders of their tribe's sphere of influence. Qualified research indicated that the plants growing there, were in no ways inferior to those growing closer to the river. The progressive Localvore faction became so devoted to the search of new, arable land that they even crossed the boundaries of Farmington. As a result of this "inertia" two additional towns have been established in one go, seamlessly continuing Farmington's development. It had some interesting results like this single grain farm located within three different city tiles! Although the "Explorers" faction have been quite satisfied with their success, they still understood the need to remain connected to their capital. To this end, and with the support of the authorities, they have built a simple cargo rail line that could be used to transfer goods and essential equipment to and from Blossom and Greener Hills. Unfortunately, there are currently no plans to provide passenger capacity to this network. No matter how one looks at things, the distance from Farmington is a clear disadvantage to the new developments in new city tiles. This is especially true with the following residential area in Greener Hills. This zone, located atop the Tvillik Ridge and hidden beyond a dense coniferous forest, has been dubbed "The Loneliest Neighborhood of New Udanani". It is the farthest point away from the Localvore capital, connected to the rest of the region with just a single, steep road and a couple of hiking trails... While the "Explorers" were busy populating the previously unused land, the "Riparians" tried to strengthen their hold on the farmlands laying close to Bila An'anani. Concerns and fears got the better of the faction's members and they responded to the perceived threats by consolidating some of their farms into larger, more influential enterprises through various deals and establishment of small, family holdings. Production on some of the fields have also been adjusted to prioritize the so-called "fast growers" - plants which prefer wet, nutritious soils and don't take long to ripen. Both actions were meant to put "Riparians" into a better negotiating position in an event where the future of agriculture was to be determined on a governmental level. Although no official decisions were taken in this period of time, there was a constant, lingering feeling that it is best to prepare convincing solutions while there was still enough time for it. The conflict within The Localvore tribe has been closely observed not only by the members of both factions but also by The Localvore Statistical Committee (LCS). Unbeknownst to most of the tribe, the LCS has been keeping a watchful eye on the progress and achievements of "Riparians" and "Explorers" and five years after the initial schism, the LCS stepped forward to present data that compared both factions' agricultural models... To everyone's surprise, it turned out that the results of both agricultural styles were actually comparable... However, both have also had some key advantages and best usage under certain conditions. The "Riparian" faction was credited with achieving 19% higher crop yields per hectare compared to the "Explorer" fields. At the same time, the "Explorer" farms turned out to achieve better profitability which surpassed "Riparian" faction's incomes by 11%. The LCS research was crucial due to one central reason - most people, including the Tribal Council, have finally agreed that both farming styles were valid and served specific purposes. River-centric farming was announced to be best for food production due to the superior soils. Farms laying outside of these areas, were earmarked as best spots for growing cash crops and industrially-useful plants. Management of agrarian spaces with respect to efficiency and budget considerations has become a hot topic. The tempers among The Localvores cooled down after the results were announced. While both factions still held lively discussions between each other, the tone of these disputes was significantly friendlier. Eventually, a regular symposium began to be organized in Farmington every two years, allowing the entire population to keep up to date with the newest agricultural trends. In time, both factions have even agreed to establish a special website dedicated to various agricultural-related news, tips and videos... As you can see, The Localvores, one of the least dynamic Udananian tribes, have found some new energy through what appeared to be a serious internal conflict. The tribal bonds prevailed, however, granting this unique tribe a new opportunity to expand and, hopefully, significantly increase the environmental beauty of New Udanani... During our next meeting, you will have an occasion to see the (almost) ready R-1 highway and a new town close to it. All indicates that The Businesspeople are ready to make contact with The Slacker tribe... The question is - does culture of entrepreneurial individuals has anything in common with the lazybones that The Slackers are...? Thank you for visiting today, as well as for all the previous likes, comments and views! Have a wonderful day! Comment replies: @juguesal - Thank you for a very nice comment! I hope you have successfully made the water transition you were aiming for! @TogaMasterJohn - Thanks for stopping by @TogaMasterJohn, always happy to see your comments. Yes, I have to say I myself fell in (narcissistic? ) love with Tralfamadore too. MMPs do the trick! @Ke|is - Indeed! I do plan to find some nice replacement textures for New Udanani. @PaPa-J - Thanks, I'm glad you liked the previous entry! @albireo38 - Thank you! Always nice to hear a compliment like that from a new viewer. @sejr99999 - Very nice to again hear from you @sejr99999 and I'm happy you find the landscaping pleasant. Cool idea regarding the water chute - I'll do it! Credits for the pieces of material used in the "Cornhub" site: 1. Upklyak at https://www.freepik.com/author/upklyak 2. Abel111222 at Wikipedia 3. Ben Keen at Wikipedia 4. Ivar Leidus at Wikipedia 5. Mehr News Agency at Wikipedia 6. Google Chrome web browser 7. Emojipedia
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Kanin Fjord Entry 9: A Rural Swedish Countryside
whiteshark365 posted a City Journal entry in Kanin Fjord
August 1, 1998 Population: 1,098 The E220 project provided more than Kanin Fjord’s connection to the outer world, it also opened the door to farming and other forms of commerce on Tufjord Island. Despite its rugged and mountainous terrain, some regions of the island contain topography friendly enough to support farming. With the final stretch of E220 ending in Sweden, Swedish farmers began immigrating into Norway and settling land adjacent to E220. Prior to the construction of E220, farming was practically unheard of on the island. Most of the island’s population is divided between the port town of Stokkvågen and the fishing town of Kanin Fjord. Tulford Island’s proximity to the Arctic Circle, limits the types of crops that can be planted. The growing season is short, and the topsoil is poor in nutrients. The only crops that grow are grains and most areas are only suitable for raising livestock. Now that a maintained high-speed roadway connects the two towns, it is practical to develop farmland along the E220 corridor. Norway’s prosperity from shellfish fishing has changed the way in which the country is implementing new taxes. Fishing now makes up almost half of the country’s exports, second only to crude oil. New taxes were being levied against fishermen, while tax rates on other industries were lowered, including farming. Sweden on the other hand, was raising taxes on agriculture. As a result, farmers on average are taxed 20% less in Norway compared to Sweden. Swedish farmers are taking advantage of the lower tax rate and began immigrating into Norway. It is estimated that nearly 10,000 Swedish farmers immigrated to Norway in the past 2 years. The mouth of Thor Creek and Jegere peker are the most suitable areas along E220 for cultivation. A total of 4 medium-sized farms were constructed. New farms specialized in growing various types of grain and raising sheep. Lamb actually is the second most consumed meat in Kanin Fjord, with only fish being more popular. Overview of agricultural development along E220 west of Kanin Fjord. The Inngjerdingen Farm at Jegere peker The Inngjerdingen Farm is the smallest farm along E220. Built on a precipice overlooking Kaninfjorden. This farm has some of the best views of the fjord, including Kanin Fjord and the lighthouse. Agricultural Development at the mouth of Thor Creek Mini village of Rural Homes A cluster of three homes built at the intersection of Glomveien and Nordhaugveien The Trøgstad Farm The Trøgstad Farm is the only farm that is built on a beach along Kaninfjorden. The Vestengen Farm- 6 Comments
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I have not really got into the farming aspect of the game before and would like to. Does anyone have a list of mods they use for nice farms? I have the SPAM but that is it. I see great images of farms in the 'show us your' sections but mine never look similar
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Hello, Does the dependencies listed here enough? Because some mods have some subdependencies. Thanks.
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We begin the Fairview story in the Southlands of the region, specifically South Ridge: a fertile valley nestled between two rolling hills. This area offers a significant starting point in the lead up to taking on the planned city center in a future post. With plenty of room to expand, the suburbs and towns are fairly lightly populated. The main benefits of the region are plenty of farmland, with easy access to nearby harbors, offering processing and storage facilities, as well as export facilities. Vast highways link towns and suburbs, with sprawling farmland throughout. As the region expands, this will offer excellent opportunity for farmland to continue to thrive and support the infrastructure and economy of the region. The town of South Ridge is small, although plenty of space remains to the north of the highway, promising future development sites. The avenue stretching through town never gets busy, offering a quite country-town lifestyle for the locals, with everyone within easy access of all the amenities the town has to offer. A community library offers a wealth of knowledge for the area, as well as plenty of parkland and outdoor-leisure spaces. The nearby highway provides valuable connection to the region, as well as employment opportunities that are never too far away. The town is a net-exporter, already offering a bustling harbor for the farmland to export to the Fairview region. Despite the early days, the port is already getting good use, mainly from the farms in South Ridge. Economically, it's promising for the region to have a strong harbor region on the doorstep of a planned major city. One of the key design challenges I faced in preparing South Ridge into what it is now, is the construction of the highway. I've always previously use the Maxis highways, although these often clash with the NAM textures, and in themselves, have design limitations. Despite my love and respect to the issues the NAM does fix, I've never been a user of the the RHW's. I've promised myself that I'm going to experiment a little wit the RHW's in this region, and hopefully learn a thing or two. This vast mess of a cloverleaf is a first for me. It took me a solid few hours, and much experimenting, to come up with something I was happy with, although I have already learnt a lot of how the RHW works, as well as just how flexible it can be. Along the countryside, this almost fits in, although I'm somewhat concerned I'm going to butcher it when I take on integrating a highway into the big-city. Thanks for taking the time to read my first journal, I look forward to your comments, and someday soon publishing the next entry.
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Hello, I-R is the most unprofitable zone in the game. It so unprofitable that a farm almost the size of medium city gives less than 500 simoleans per month, even if the tax is 20% (ofc this is an exaggeration, but you get the idea). I know, in real life, farming isn't too profitable as dirty and manufacturing as well. But not as extreme as SimCity 4. You have to account quite large externalities: garbage and water pollution. None (especially garbage if it's too late) is cheap. Yes, SPAM reduces water pollution a lot, but I still prefer the vanilla way. And, even if you don't have any filtration and landfill and even large power plant, you only break even or worse, lose your income. How should I monetize farm? Should I use public transit? What public transit ideal for monetization? Ferry? Thanks.
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The idea was making a city which merges with nature. However, the sensation I had is that the city was invaded by trees. Agroecology is a kind of agriculture which uses diversity and relationship between organisms to create an sustainable and healthy food. It can be also used to create farms that work like forests, so they can produce more than food, but other resources that are getting scarce those days like water. City pictures are in the end of the comment below.
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Hi, In the game with the dlc industry we can build very big farm with big truck and so on. I'm more interested in small farm with smaller field, of course I can use decal, but is there any asset that can be placed on a decal, let say, and effectively act as a farm as it is in the dlc industry ? of course, it will produce less, and it'll be probably a pick-up rather than a truck to transfer goods. you know, I'm looking for something more craft agriculture than big industry. a bit like what we can see in many youtubers series but effectively working as dlc industry. stay safe cheers Enzo
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Version 1.0.0
301 Downloads
These are PROPS only! After several years, I finally have to upload my MFP1 (Modern Farm Props 1) files before it's too late. These files are Props and nothing else than props and will be used by LOTmakers and me later to create modern Farmlots for the players to use. Be advised that there will be a lot of Props to come. They come in batches (from sets 1 to 8), the last ones will be available before march 2020. You will get everything that can be seen on a modern farm from Europe to South-America to North-America. Some others might be available next winter, add-ons and new sets. This is set nr 2B, Liquid manure installations, including tanks, bassins, Pumps, liquid manuresheds, where and however liquid manure can be stored, etc. (30 props in all) Set 3 will follow in a few days/weeks. You can use them unlimited to create lots, no matter what use, some of them also look good in an industrial area or can be used with watercleaning facilities etc. But you need to refere these files with one of the original links for dependencies, if you use them. There will be enough props soon uploaded to create a new game, SimCity 4 Farming. There is a picture file included in the upload that will show the majority of these prop models included. There might be a follow-up one day in the form of an Add-on. We will see how things are going. These Nexis MFP 1 to 8 Files CANNOT be uploaded elsewhere without my personal permission, unless I am not around anymore. If you find errors on these files (shouldn't be as they have been tested twice by me and FrankU) do not hesitate to contact me in private. Some of these models have tight LOD's, meaning that you can plop other props very closely to each other. I hope you will enjoy these because I have been working on them for many years. I would like to thank all the members of this site that have helped, criticized, suggested and given me ideas on these sets and also encouraged me to continue and be patient all these years. There is too many to mention all, but especially FrankU, who inspired me to do this, stood by my side all the time and tested most of these props. Any comments or questions or other can be mentioned on our Nexis/FrankU thread, also every news and advancing of the MFP1 sets will be notified here: https://www.sc4devotion.com/forums/index.php?topic=14150.msg533777#msg533777 Have Fun with Nexis mrb -
Version 1.0.0
333 Downloads
These are PROPS only! After several years, I finally have to upload my MFP1 (Modern Farm Props 1) files before it's too late. These files are Props and nothing else than props and will be used by LOTmakers and me later to create modern Farmlots for the players to use. Be advised that there will be a lot of Props to come. They come in batches (from sets 1 to 8), the last ones will be available before march 2020. You will get everything that can be seen on a modern farm from Europe to South-America to North-America. Some others might be available next winter, add-ons and new sets. This is set nr 2A, Solid manure installations, including tanks, bassins. dry piles, manuresheds, where and however solid manure can be stored, etc. (18 props in all) Set 2B will follow very shortly. You can use them unlimited to create lots, no matter what use, but you need to refere these files with one of the original links for dependencies, if you use them. There will be enough props soon uploaded to create a new game, SimCity 4 Farming. There is a picture file included in the upload that will show the total of 18 prop models included. I still have more than a dozen of them in development, which might see be available as an Add-on later. These Nexis MFP 1 to 8 Files CANNOT be uploaded elsewhere without my personal permission, unless I am not around anymore. If you find errors on these files (shouldn't be as they have been tested twice by me and FrankU) do not hesitate to contact me in private. Some of these models have tight LOD's, meaning that you can plop other props very closely to each other. I hope you will enjoy these because I have been working on them for many years. I would like to thank all the members of this site that have helped, criticized, suggested and given me ideas on these sets and also encouraged me to continue and be patient all these years. There is too many to mention all, but especially FrankU, who inspired me to do this, stood by my side all the time and tested most of these props. Any comments or questions or other can be mentioned on our Nexis/FrankU thread, also every news and advancing of the MFP1 sets will be notified here: https://www.sc4devotion.com/forums/index.php?topic=14150.msg533777#msg533777 Have Fun with Nexis mrb -
When I logged on this morning, I was pleasantly surprised to have multiple beeps from @Naomi57's reactions to a scattered selection of farm themed posts I'd written long ago. While re-reading and reminiscing, I decided it might be nice to have them all consolidated into one new post. @Cyclone Boom then spent the day while I was at work compiling them, creating the table of contents with anchor points, and making the whole thing beautiful. Thanks ever so much, CB. While the content is what I wrote, the presentation is 100% his. Without further ado, we present: A Collection of Cori's Farm Posts as Liked by Naomi Contents – A Couple Handfuls of My Farming Related Posts Post #01 – Humble First Farm Pics Post #02 – High Wealth Farm House Post #03 – Irregular Shaped Farm Fields Post #04 – Mention of my No Maxis Dirt Farms Mod Post #05 – Example of Real World Zoning Transitions Post #06 – Example of a City Zone Layout Post #07 – Developed Farmland Example Post #08 – Farmland in Cori's Castle Post #09 – Residential Farm Tower Post #10 – Testing NAM Dirt Roads Post #11 – NAM Covered Bridge Post #12 – My First Lotting Project (Cori's Farm House) Post #13 – Mons Lacus Farmland Overview Post #14 – Real World Near Me - Zoning Style Post #15 – Small Town Terraces Post #16 – Small Isolated Farms Post #17 – Info on my No Maxis Dirt Farms Mod Post #18 – Supporting Post About Maxis Farms Post #19 – The farm pic which inspired Naomi on 23 January, 2020 Post #01 ID: 1702524 Humble First Farm Pics Originally posted here on: October 16, 2018 I've experimented with this same desire for the past couple of years starting with my humble first farm pics in this post: To farm land in the tile of Dipsy-Doodle: To West Amo Ridge: Which are a part of a 4 x 4 large tile region: To a random tile in Mons Lacus: To deliberately making the farm fields on flat ground and conforming to the hills around them: Zone view of the above pic: And as you can see I'm using basically the plain vanilla Maxis stuff. Hopefully these will illustrate what can be done even without the awesome custom content which is available. ⇑ Back to Top ⇑ Post #02 ID: 1702549 High Wealth Farm House Originally posted here on: October 16, 2018 Yes, they are. That city tile is one I'd built up just about everywhere and had good education and health coverage so by tossing in some parks, the water supply, and the grass tiles I was able to get a high wealth home to grow. My idea was to visually simulate a generations house where a huge family lived and after working the fields they have places to play and relax. (Ofc in the game they all drove to their jobs elsewhere while waving to the low wealth Sims coming in to tend the crops.) ⇑ Back to Top ⇑ Post #03 ID: 1703330 Irregular Shaped Farm Fields Originally posted here on: October 30, 2018 Magic! Seriously tho, it's just a matter of chopping the zone to conform to where the hills start (or around the pine trees as I did in Dipsy-Doodle). Here's an example: I'm using my plana camporum montem Aetnam Map (4 sizes) file in the 12 x 12 size (region renamed for my own play as Corillion). This is specifically generated from a C map making program where I've modified the code to be SC4 compatible and to have various flat terraces among the hills. Grid is on to help visualize the slopes. Find a suitable place: Zone a farm so it extends up the hills: Then using the de-zone tool erase any parts that are not on flat ground. You can see that when the white square de-zone box appears to be tipped a little (or a bunch). Turning the map and continuing: Turned back to the original orientation and all clipping done: Add street (or road), power, and let it grow: Grid off and zoomed out: And turned 90 degrees: This works in pure vanilla too. You might also like my mini tutorial in this post: Growing Farm Buildings Where You Want ⇑ Back to Top ⇑ Post #04 ID: 1703863 Mention of my No Maxis Dirt Farms Mod Originally posted here on: November 10, 2018 Thanks! And yes, it is all Maxis in that first region. It's also before I wrote my No Maxis Dirt Farms mod. ⇑ Back to Top ⇑ Post #05 ID: 1698961 Example of Real World Zoning Transitions Originally posted here on: July 30, 2018 Yes, this is how it goes in the real world. (At least where I live.) As part of my job I look at aerial views, flood map overlays, and zoning every day. Here's a real world picture: Basically what happens is as a city grows outward tracts of agricultural ground are purchased by a builder/developer that are large enough to then sub-divide it into individual residential parcels with new streets laid out to form the neighborhood. Notice how the housing subdivisions border the farm land? (The fields are the brown parts cause they usually take the satellite images in the late fall or early spring so there is less obstruction from foliage.) Generally the trees that form some sort of green belt are along side of rivers, streams, creeks, and ditches. The area either side are typically flood hazard zones and therefore no one wants to build their home in those. (And in most cases it's against zoning regulations to build a new home in a flood zone.) Click one of these images and use your right and left arrow keys to toggle back and forth between them. Notice how nearly all of the green tree areas correspond to the flood zones? And just for fun, here's the city zoning overlay for the same area: Zooming in and you can see the individual parcels and better see how the housing additions bump right up against the tillable ground: ^ You can also see how there is generally a tree line between each of the different farm fields. These provide a wind break that helps prevent soil erosion caused by quickly moving air which would otherwise blow away the top soil. Also, when the ground is too hilly to economically build on then those will have trees too. These next two images are the same area via different mapping programs (so the scale and time of year are different). This area south of where I live is quite hilly and full of trees. All in all, for flat ground your residential or industrial will likely border right along side the farms. Commercial likes to be more in the center of the houses along major thoroughfares. And here's a sample from one of my games. The trees mostly correspond to the hills transitions: And here it is with the zoning view and the grid turned on to show the hills: ⇑ Back to Top ⇑ Post #06 ID: 1699041 Example of a City Zone Layout Originally posted here on: July 31, 2018 I believe you've done an excellent job on the transitions. Once outside of the Central Business District with the Skyscrapers the transitions to one and two story homes is just like a major city I'm familiar with (Indianapolis). You have a smattering of medium density apartments interspersed and that's also realistic. Beyond that you have the farms so it's all good. It really depends on what size city you are modeling. If it were the Circle City (Indianapolis) near me then you've done a very good jobs in density transitions. Here we have maybe a dozen towers that could be called skyscrapers and another dozen wanna-be taller buildings. Here's the southeast section (about a forth of the whole city): What you have created in Lion City, Lessu, Takau, and Lemont all have the same general feel of a smaller core CBD spreading out just like the real world. Keep in mind too the scale of SimCity doesn't map well as a one to one relationship so what is a ten miles square in the real world could be aesthetically represented in one large city tile in the game. You might also work towards the region view giving the full impression of the larger area you are making. ⇑ Back to Top ⇑ Post #07 ID: 1705192 Developed Farmland Example Originally posted here on: December 3, 2018 It's farm land, but it's being taken over by other development. ⇑ Back to Top ⇑ Post #08 ID: 1707513 Farmland in Cori's Castle Originally posted here on: January 12, 2019 Farmland in Cori's Castle: ⇑ Back to Top ⇑ Post #09 ID: 1690740 Residential Farm Tower Originally posted here on: March 1, 2018 I'd zoned for medium density apartments (so I thought) and they initially grew. There were just enough Sims to work the farms and all was well balanced. Way later as this city tile grew I got a notice for one of the medical clinics going on strike and I found this huge residential tower out in the middle of nowhere. (Those Sims are mostly commuting to to the neighbor tile.) ⇑ Back to Top ⇑ Post #10 ID: 1698267 Testing NAM Dirt Roads Originally posted here on: July 12, 2018 Nothing on par with everyone else's pics, but I've just made my official jump to using some of the NAM stuff. I did a custom install and selected a limited number of options so in my early learning phase I don't get overwhelmed with too many choices. Here I've used SAM 3 - Peg Dirt Roads to give my mostly vanilla game a more backwoods rural look: ^ Also used are Farm Fences by @SUICO and the NoPalmsPropsLeafy.dat from: No Palm Mods by @Swamper77 to keep the fence rows from having out of place palm trees in them. ⇑ Back to Top ⇑ Post #11 ID: 1698269 NAM Covered Bridge Originally posted here on: July 12, 2018 It's in NAM too. Under the additional bridge options. ⇑ Back to Top ⇑ Post #12 ID: 1698698 My First Lotting Project (Cori's Farm House) Originally posted here on: July 23, 2018 What is farmland without someplace to live? (Actually I'm showing off my very first lotting project which happens to be grown in a farm land area. ) Also, the timing was good to capture not one, not two, but three of @airman15's new old cars in the picture. ⇑ Back to Top ⇑ Post #13 ID: 1672130 Mons Lacus Farmland Overview Originally posted here on: July 14, 2017 Welcome to the world of Mons Lacus: This is primarily a farming region: Unlike my last region, this one has more lower level ground interspersed with the hills. I'm building the farms in the parts that show as greenish-blue in the zones data view rather than in upper brown levels where the sage brush grows (as I did last time). The dark green pine trees are still sacred, but the rest can be felled to create tillable land. You can see the pattern of the hills better in the traffic view: Also, by farming in the lower levels I can have trees in between my farms like they are here in RL: In this next pic you'll see Llama Ag lost a diagonal strip of their farm when the interstate highway went thru: Ofc farmers do need some place to buy their equipment and shop for other goods. A small town has sprung up taking over the land previously owned by Pedriana's Plants. (The injunction against them was detrimental to their business.) ⇑ Back to Top ⇑ Post #14 ID: 1679007 Real World Near Me - Zoning Style Originally posted here on: September 29, 2017 So, I've been playing a large tile in smaller version of this map I made for myself. What I'm attempting to do is to make my regions somewhat resemble the real world where I live. Here's a couple of satellite pics of said area: Now, ofc, I'm not trying to model this exactly. What I'm after is the general feel. So using those newly introduced automatically generated terraces, I have a way to have random curvy places on hillsides with trees to give a similar effect. First off this is the zoning mini map (doubled in size): Then for the these pics I'm showing first the regular view followed by the zoning layer with the grid on to better show the slopes of said hills. And then this final pic is showing how the No Kickout lets all three wealth levels coexist without needing to mark any of them historical: ⇑ Back to Top ⇑ Post #15 ID: 1684390 Small Town Terraces Originally posted here on: December 7, 2017 A little later in time from the region pic I posted. Here's more of my farmland with a small town: And the zoning map with grid on showing how they are built on the flat terraces which leaves the hillsides intact: ⇑ Back to Top ⇑ Post #16 ID: 1684714 Small Isolated Farms Originally posted here on: December 13, 2017 Some isolated farms producing just enough crops to sustain their local families. ⇑ Back to Top ⇑ Post #17 ID: 1681748 Info on my No Maxis Dirt Farms Mod Originally posted here on: November 5, 2017 Hiya, Lost-In-Sofia. First my disclaimer: I know very little about the Mac version. (I have read some of the threads here.) I love that. (I do the same.) It does seem unusual that none of the grassy pasture fields have grown. Each farm has a list of textures it will randomly chose from. Two of those are basically dirt. One is a light tan color and one is a darker brown that has the appearance of crops just beginning to grow. From your picture it does appear that is what you have been getting. You should not need any mod for the grassy one to grow. However, if you would like to test a mod I wrote for my own use, I will attach it at the end of this post. I wrote them as separate .dat files so I'd have the option to remove one or two if I did want some dirt farms to grow. In these files I simply removed the hex code values which correspond to the fields I did not want to grow so there are 6 files in total. (I did not make one for Pedriana Plants because I wrote a separate mod to totally block that one.) Now, one thing I'm aware of is the Aspyr version has a limit to the total number of mods it can handle. Therefore, if you like what my No Maxis Dirt Farms does we would want to combine them into a single .dat file for you. This one is a Stage 3 farm and does not show up until you pass some threshold. If I understand the Demand Simulator: Demand, Supply and CAPs then you need 4100 farm jobs before Pedriana can grow. Anyhow, here are my mods for no dirt farms if you want to try them. Note: It will not change any farms already grown unless you bulldoze them. No Maxis Dirt Farms.zip ⇑ Back to Top ⇑ Post #18 ID: 1681753 Supporting Post About Maxis Farms Originally posted here on: November 5, 2017 My pleasure. I'm going to guess: No. Looking thru my List of Files I've uploaded, I don't see that I ever put this one on the STEX. I believe most peeps download better farms than the Maxis ones so I felt it would be a moot point to toss my little override into the mix since they only work for the default Maxis farms. (It is possible I've attached it to a post here before, but I didn't search to find out.) You know more about that than me. All I know is I was unhappy with how many dirt farms I was getting so I decided to take matters into my own hands. Woot! I'm so very happy to hear this. ⇑ Back to Top ⇑ Post #19 ID: 1724411 The farm pic which inspired Naomi on 23 January, 2020 Originally posted here on: January 22, 2020 Just another Cori style farm scene: View Naomi's post (With details on her farming inspiration from the above pic.) View my reply (With more farm pics and info!) ⇑ Back to Top ⇑ Special thanks to Naomi for bringing these to my attention via my notification beeps.
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Entry 41 -- North-east Pololomia
The British Sausage posted a City Journal entry in My SC4 CJ Scrapbook
Replies: dmn: Thank you! necroshine123: There's a lot more to come, plus I'm working on other new projects such as the hilly and mountainous Cindersville. TowerDude: I would move into one of those villas if there was a back garden skatepark, then again, if I had the money to afford a villa then I could quite easily build my own backyard skatepark! Altec: From the distance each suburb and city block blends in well. But each city block usually takes 10-30 minutes and the suburbs take about 2 to 8 hours to complete, because of all those details and fillers. A lot of the details also come from the suburb lotting of those who created the buildings and fillers. Takingyouthere: Thanks! Paeng's bike paths are very versatile fillers! {---} Entry 41: North-east Pololomia This entry has yet more suburbs and details the north-east outskirts of Pololomia, outskirts which give way to fields and small village rows. There's some diagonals, a bit of FA, a shopping mall and even a small racecourse (horse racing). 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Mattb325's Pine Valley Mall -- https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2570 11. This mall has several transit-enabled entrances. 12. And dragging a perimeter of roads around the mall is too easy; what is required is fillers and a bit of spacing from the main roads to make this mall really stand out! 13. 14. Bipin's gas stations (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3238) can be placed just about anywhere and still fit in! 15. To the far right is the outskirts of Mowden- an eastern suburb of Pololomia. 16. This is either Kingofsimcity's or rsc204's tennis court... 17. 18. 19. Someone make a new diagonal housing set before I overuse Simcoug's diagonal houses! 20. 21. 22. 23. 24. And now the suburbs give way to fields and village rows. 25. 26. 27. All the fields are made using MMPs- it's a slow process! 28. 29. Orthogonal meets fractionally-angled. 30. 31. Still waiting for the fractionally-angled houses though! 32. And here is the racecourse. 33. 34. 35. I added in Kingofsimcity's car parks and a few path pieces from Paeng's parks to flesh out the racecourse lot. 36. 37. 38. 39. {---} This Friday, or Saturday, I will be posting another entry which shows the industry in north-west Pololomia. After that we're going to Madison Plains- a new city tile I have very recently completed. Believe it or not, I finished off Pololomia almost a year ago! Anyway, a preview of the next entry: Until then, have a good week! Bonus: A little recap of Pololomia!- 5 Comments
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Tariel-Villavicencio Chateau-Beynac Grand Cru 7x6 Grow I like good wine (that’s “Grand Cru” meaning in French). So here’s a vineyard, relotted from Villavicencio’s creation. The lot is IR stage 2 (agro-industry) and Grow only [cheat lotplop to the rescue !]. It can be extended with more vineywards on two sides at your leisure. You can check Villavicencio’s content on the STEX. The dependencies are as follows (updated from the original !): BlaM Essentials Version 1 BSC MegaProps_D66_Vol02.dat BSC MegaProps_MJB_Vol02.dat BSC Mega Props SG Vol01 BSC Textures vol.02 VIP-Delecto Plop People Peg-SPAM Super Resource Pack (if you don't already have the full SPAM) - 3 files only: PEG-SPAM_Crops-01_Resource_b200.dat, PEG-SPAM_Mod_Main_b200.dat, PEG-SPAM_Resource-01_b200.dat Nos.17 Essentials RFY Mega Props Vol. 01 Tariel-Rivit's Essentials v5 SHK Parking Pack: SHK_ParkingPack.dat Tamorr’s Resource 2.05: Tamorr_Family_Prop_V1.dat Villavicencio textures ( StoneclearRustic.dat & StoneClearRusticDemie.dat) : included And the following 4 from down the list on https://community.simtropolis.com/files/category/73-workingman-productions-wmp/ WMP Mega Props vol. 01 - Misc General Props WMP Mega Props vol. 02 - Misc Industrial Props Many thanks to my technical gurus, Rsc204, Kosc and Dreadnought. And especially Rivit, who lighted my SC4world and is always generously ready to help. And the guys and gals on the forums (Twalsh, Matias93, Fantozzi, Catty-cb, Corinamarie…). We need help when we begin peeking under the hood of SC4. That the community is always there for us noobies is a constant and pleasant reassurance. General warnings : General warnings : (1) This is for SC4 Rush Hour. (2) I play with NAM36, RRW-EU selection (it shouldn’t interfere here, but you never know !) (3) I also play with Twrecks Maxis HD Tree Replacement (if you don’t use it, your trees might look a bit different ; perhaps you should use it,,,) (4) I play Nights. Hence the included RVT zNightLighting. Depending on your using or not a Light Replacement Mod, the lighting will be slightly different, but There Will Be Light. If you don’t want it, you can either tweak my lights in the Lot Editor or get rid of them entirely. (5) I like trees. I make intensive use of trees. Especially Girafe tree collection on the LEX ; so here’s a link, once for all ; just follow it into the woods. Staff Edit 12/12/2019: Added dependency list (w/ working links) from file. -CF Edit 29/08/2021: updated dependency links - Tyberius06 -
Colossus farming is great but have one issue.
Thorx21 posted a topic in SC4 Modding - Open Discussion
This is the most glorious farming mod I've ever come across, credits to all who helped make it work. I play it with CAM 2.1.0 And it does work. However I was thoroughly reading the Colossus farming manual .pdf regarding the installation procedure and there's one line of information I tumble over. There's the Sunflower dependency by HunD88 where according to the writer of the manual I have to edit the lot file if I want to use the sunflowers with CAM otherwise it supposedly overwrites CAM data. Not sure what the writer of that manual meant with this regarding consequences if undone but it sounds pretty bad if I don't. The colossus farming manual says this about the sunflower dependency > I use both, and I want to. Further down the manual is the list containing many ID's, including the one for Sunflowers. I need to change the ID to 0xA5F3E522 but I don't know where. I opened the Sunflower farm fields .lot file with Ilives reader and I'm clueless about what number to change to 0xA5F3E522. -
Replies: kschmidt: Thanks for your comment! feyss: That's the idea! Scribosilyn: Thank you! Simmer2: Nice picture and good use of them MMPs. Looking forward to this new variety of MMP! Sciurus: Cheers! Cacciatoria: Yes they are! Entry 17 - Hardcore Industry So it's been a month -- as I told you due to all that teaching -- but I am knuckling down and finishing off three areas in Pololomia. Once these three areas are done then Pololomia is complete. Now during this month-long period Simmer2 has produced several new lots which are all industry/railway/utility-related. And I always like new industrial bats and lots to use! 1. One of the areas I finished off. 2. 3. New housing/filler combinations for the outer suburbs. 4. Now that I have several different tree filler types it is really easy to mix and match. 5. The massive automobile factory has been around for a while. But the area around it was not finished off- until now. 6. 50 shades of concrete... 7. And now for the new additions to the industrial area. 8. Simmer2's new industrial lots mix in really well with his older creations and other creators content: T Wrecks, Jestarr, etc. 9. And the new garbage lots are dirty, grimy and rusty as hell. Perfect for my type of industry. 10. And beyond this industrial area are a few more fields I added. 11. Another low-wealth residential combo. 12. Diagonals... Diagonals everywhere. 13. And for a SimCity 4 first I present to you the first ever cannabis field! Organically made with MMPs. 14. More of those MMP tracks... Now with rural power lines. 15. 16. Going full-on MMP. 17. Next week Pololomia should be finished, so see you then!
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I'm curious about why my SimGoober growable I-Ag farms never end up getting crops on them, no matter how many years they're around. They only ever have tilled, empty fields, despite having all the dependencies installed. (Besides, if I didn't have all the dependencies installed, I'd be getting a bunch of brown boxes in each field when it tried to grow crops, right? Right?) Is there a subforum for BTE issues or for Ag issues? (I guess the more simple question is... there's not a well known issue of SimGoober and/or BTE ag files not playing well with the SPAM, right? I think I researched it before I installed them and couldn't find any mention of issues.)
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Version 1.0
4,621 Downloads
Mod content: 134 growable CAM-patible farm lots, each one individually designed, ranging from tiny romantic (stage 1) to dystopian agricultural scifi (stage 10). 45 new or completely reworked field lots with crops like canola, cabbage, bamboo, potatoes, strawberries, artichokes, animated lifestock or elements like grow tunnels, greenhouses, vertical farms. 250 new props/bats. 70 new textures 6 ploppable functional lots 13 cosmetic puzzle pieces to add fences and farm tracks to the fields. Mod's purpose: Collecting some of the best farming stuff, adding own stuff where needed and creating something with an overall concept from it. This means building up complete themes like winery, lumber industries, lifestock farming, grain production, including different elements of the productions chains (grain -> brewery, life stock -> slaughtery) - so for each city of your region there can be different main focus of agricultural production. Mod's challenge: This mod can be very demanding on computer/game performance and there may be actions to take about this. Also setup requires some patience as you have to make certain decissions and you have to select and sort content different according to this decissions. It's recommended to wait for a rainy afternoon to install this mod. It's essential to read chapter 1,2 and 3 of the included documentation. Dependencies This mod requires at least 38 dependencies (depending on your choices more). This is no put and play - you need to follow installation instructions of the documentation). Do this step by step. For easier management the dependencies are broken down into five sections. For performance reasons it's recommended to datpack some of the sections containing smaller files into a single bigger one after you are done and everything works. Section 1 (Megapacks) BSC Textures Vol 01.dat BSC_TexturePack_Cycledogg_V 01.dat SPAM_Super_Resource_Pack BSC MEGA Props - CP Vol01.dat BSC Mega Props - CP Vol02.dat BSC MEGA Props - SG Vol 01.dat BSC MEGA Props - NewmanInc Vol01.dat BSC MEGA Props - NewmanInc Vol02.dat fz_AudioEssentials_1_3.dat Section 2 (JMyer's Stuff) BSC Mega Props - JMyersAgriculture01.dat BSC Mega props JMyers Agriculture 02.dat JMyers Hydrophonics JMyers Dairy Farms JMyers Corn Crops Vol.2 Section 3 (French stuff) Nams BAT PROPS PACK Vol 02.dat Nams BAT PROPS PACK Vol 03.dat Nams PROPS PACK Vol 1.dat Nams PROPS PACK Vol 2.dat Girafe Vines Girafe Wheat Manchou_Houses_AG.dat VIP_RuralPack VIP RuralPack Expansion1 VIP Agri Pack Section 4 (Working Man Production) WMP Mega Props vol. 01 - Misc General Props (LEX) OR https://community.simtropolis.com/files/file/33621-wmp-mega-props-vol-01-misc-general-props/ WMP Mega Props vol. 02 - Misc Industrial Props (LEX) OR https://community.simtropolis.com/files/file/33622-wmp-mega-props-vol-02-misc-industrial-props/ Section 5 (the assorted section) Nexis_GreenhouseSet.dat (Found inside the V2.0 Essentials folder.) Wieśpak by fordoniak RFR Maize Set Jenxfauna_cows Jenxfauna_sheeps Jenxfauna_pigs Sunflower (Shadows) by HunD88 SFBT Weinberge Cycledoggs Organ Works Cycledoggs Hankie Mill Optional Stuff Colossus Addon Mod 2.1.0 (the CAM - strongly recommended) A maxis farm blocker or a maxis farms replacement mod compatible with CAM or SPAM (recommended) Simmer2 Stone walls VIP Les Murets d'Aubrac CP Seasonal woods Special thanks to rsc204 and T Wrecks for the technical assistance. Many thanks to T Wrecks, OcramsRzr, rivit, matias93 and nos.17 for the creative and fruitful ideas. Thanks to nos.17 and markussaage for reviewing the documentation. This mod is dedicated to the developers of the Colossus Addon Mod, RippleJet and IvisiChem. Feel free to post screenshots, discoveries, your personal favorites, critics and questions (not covered by the documentation) in the development thread. Happy farming. EDIT - on 12.20.2017: The link on the dependency was wrong and corrected today. For all player that used the dependency links before 12.20.2017 please replace wmp_spam_freight_props.dat (wrong) with wmp_spam-freight_props2 (right) or add it. Thanks to @buckbeach47 for reporting. -CB Edit (09/12/2018): Updated dependency link for the Wieśpak file due to SimCity Polska shutting down. Thanks to @AsimPika3172 for reporting in the comments section below. -CB Edit (05/01/2020): Fixed WMP links with attached files, and also clarified where the Nexis file can be found. Thanks @tarquin375 for letting us know. -Tyberius Edit (27.04.2021): Updated dependency links. The attached single WMP prop files have been removed, the proper WMP dependency links have been added. (Thank you, Tibi, CB, community for all the maintenance work) -
Replies: korver: Thanks, glad you like the industry, I'm a bit of a sucker for industrial areas and grunge and I love overviews! Entry 5: Educating the farmers! So, were back in Rokton today with another small update for you all (basically not a hell of a lot of note has actually happened but we'll pretend lots has!). Jumping straight in, were pleased (and relieved in Mayor Hennings case) to say that we finally got a school built and actually staffed in Henning Bay. Alongside this he also found some money in the budget to actually build some services so people wont have to rely on Rokton for their safety which is a bonus for them as can be seen in the picture below. Meanwhile, across the highway we've seen some rather large agricultural growth (large in relation to what we had before in any case), the towns having collectively decided that growing your own food is much cheaper than importing it (maybe not so reliable though given the skills of some of these farmers) Fields a bit small you say? Well here in Rokton getting sizeable plots of land is a bit hard as Mr Rokton is very fair with his land rental laws and reasons that everyone should have a chance to own some (ok he's tight). So we've come up with the novel idea of having co-operative farms which share machinery and supplies and each farmer works his own little field. Much friendlier than huge open fields (screw efficiency, who needs that? Also the friendly might be a bit of a stretch, everyone seems to have planted huge tree rows around their fields. At least it keeps in the noise in). Its not all corn and wheat though in Rokton, As we hit 5000 population, it's getting increasingly likely that you might have a dump sited next to your house as rubbish spirals out of control a bit. Luckily though, someone apparently has a brilliant idea (oh god........) so we'll have to see how that pans out next time as I leave you with this short entry and the obligatory overview. Till next time!
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Version 1.0
780 Downloads
KC Productions Presents: KCP_Corinas soybean farm Lot Size 5x6 water consumed 33 power consumed 3 Jobs 7 Growth Stage 1 night lighting yes growable yes pollution Center 1,2,1,0 Pollution Radii 5,6,0,0 This Farm has two version one is seasonable and one is not. Version 2 is the one that is not seasonable. The filed lot that is seasonable is the one KCP_BSC. This is a soybean Farm a request by CorinaMarie who also requested a prop that was not seasonable. BSC Farm Fields - SG Revised (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=955 You will need this dependency for the seasonable lot Dependencies: You will also need the prop pack KCP_Proppack2- 2 Comments
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Version 1.0.a
690 Downloads
Lot Size 5x6 water consumed 33 power consumed 3 Jobs 7 Growth Stage 1 night lighting yes growable yes pollution Center 1,2,1,0 Pollution Radii 5,6,0,0 This Farm has two version one is seasonable and one is not. Version 2 is the one that is not seasonable. The filed lot that is seasonable is the one KCP_BSC. This is a soybean Farm a request by CorinaMarie who also requested a prop that was not seasonable. BSC Farm Fields - SG Revised (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=955 You will need this depencency for the seasonable lots Staff Edit 12/10/2019: Updated file descriptor. -CF -
Version 1.0.b
821 Downloads
Here is my first brand new set of props. You will need this pack for the future lots to be released soon. Please watch for updates because any new props created will be added to this pack until it is full. You may use these props but please do not redistribute with your custom lots please point users back to this pack thank you. Chicken Coop Large Silo Small silo hay bail haybail2 hay stack field lot. This is a list of props in this pack currently. Staff Edit 12/10/2019: Changed file descriptor to accurately fit the file. -CF- 3 Comments
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