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Showing results for tags 'ferry'.
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"Puerto Nero and Varisio" Puerto Nero is part of Punta Retolk Metropolitan Area. Is a touristic point, serene and calm, with ferry connection to Varisio, Isla Klei, Isla Marila, and others. In this place is the International Airport. Varisio is a beautiful town, part of Wainor Metropolitan Area, with connections to Puerto Nero and Tiyi by Route 6. Is a historic place. Full Map Population: 8.083 (Puerto Nero) Metropolitan Area: 130.100 approximate (includes Punta Retolk Centro/Downtown, Punta Retolk Industrial, Isla Marila and Cabo Lao) Main activities: tourism, low density industry Transport: by route: by ferry: to Varisio, Wainor, Isla Klei, Cabo Lao, Puerto de Lazaretto by airplane: Yuti, Serenísima Costa de Laga. Population: 6.400 (Varisio) Metropolitan Area: 58.350 approximate (includes Wainor) Main activities: tourism Transport: by route: by ferry: to Puerto Nero, Wainor, Isla Klei, Puerto de Lazaretto, Tiyi Industrial by train: to Punta Retolk Centro/Downtown, Tiyi Industrial, Tiyi, Jalai, Vento, Yuti. We hope you visit our towns, See you on the next article, Stranger.
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"Santos de Luquenz" Luquenz is an important commercial centre of Metzú Republic. In Luquenz there is a great seaport called Gran Puerto Metropolitano de Santos de Luquenz, the second largest seaport, behind the Puerto Internacional de Yuti. Full Map Population: 42.406 Main Activities: Commercial services, manufactured industries, important seaport. Transport: by highway: by route: trains to: Wer, Bahía Azul and Yuti ferry to: Altos de Wer, Bahía Azul We hope you visit our cities, See you on the next article, Stranger.
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"Klei de los Mares: Beaches" Isla Klei is a paradisiatic place in Metzú Republic. With the highest rate of foreign tourist, his main economical activity is tourism, with great and long beaches around the island. Klei has the best preserved historic center, influenced by spanish colonists. Was founded in 1870 and his population has never changed. You can only arrive by ferry. Full Map Population: 1.306 Metropolitan Area: N/A Main Activities: Tourism Transport: Terminal Fluvial de Klei. Connections every day from Tiyi, Villa Varisio and Wainor. We hope you visit our cities, See you on the next article, Stranger. Sponsors:
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Ferry Traffic Data View - Open to further ideas for improvement
Naomi57 posted a topic in SC4 Modding - Open Discussion
Ferry Traffic Data View Before I start, please note that I just created this mod for my personal enjoyment, and have no plans to release it anywhere. It has a number of downsides that make it look unfinished, and it modifies the Traffic Volume Data View which is very much the domain of the NAM TSCT. For me, even if it is rough around the edges, this little mod is now a permanent part of my SC4 gameplay. I think I might have reached the built-in limits of the SC4 Data View features, but if anyone knows further ways to improve it, I'll be delighted to hear more. I have a software development background, but I'm still an utter newb at SC4 modding. This Data View replaces the Ferry Traffic Volume Data View, which I always felt never really helped me enough with my waterways and in my Passenger Ferry and Car Ferry gameplay. I created this Data View for the specific purpose of making it easy to spot the Bus, Car, and Rail traffic resulting from Ferry passengers at Zoom 1 and Zoom 2, rather than the Ferry traffic itself. As such, it's actually far more similar to the Maxis default "DataView: Subway tool" (rather than the "DataView: Traffic Volume - Ferry". Click on the screenshots to zoom in and arrow around, comparing Route Query in the standard view to the same Route Query using my Ferry Traffic Data View. Advantages: Hides buildings, zonings, props and trees, for minimal distractions to the use of the Route Query at broad view Zoom 1 and Zoom 2 levels. Fades out the roads, again for minimal distraction to the Route Query colours across the map. Shows buildings for just the subway, ferry, marina and port plops, making it easy to scan the shorelines for relevant buildings. It shows the Watercraft Automata, which is a cute touch and doesn't distract from the Route Query colours. X-ray vision to see the sea floor to a depth of 55 metres, exposing much of the continental shelf for review of shipping and ferry routes, and for terraforming the sea floor. This is a distinct visual improvement on using the Water Pollution Data View to terraform underwater, and looks rather reminiscent of mud flats at low tide. Same as the Water Pollution Data View, you can use God-mode or Mayor-mode terraforming tools at the same time as seeing the glowing Grid on the sea floor, by repeatedly pressing (or holding down) the G key. Disadvantages: Only the base of the Maxis Port is visible. I haven't tested third party Port mods. While the Ferry Terminal plops are fully visible at Zoom 1 and Zoom 2, they almost completely disappear at closer zoom levels. Some plops, such as Airport and Water Treatment Plant, appear as dark rectangles. Some growable lots show up as dark rectangles, too. Although this replaces the Ferry Traffic Volume Data View, it doesn't actually show ferry traffic volumes on the main screen. Ferry Traffic Volume remains visible on the popup map panel, which is good enough. The mod requires amendment of the NAM's "NetworkAddonMod_Volume_Data_View_Z_Medium_Custom.dat", which is reset and customised by the TSCT. Some of the NAM subway stations, such as the 1x2 Elevated Road Bus Stop and Subway Station, don't show up as subway buildings, though the subway portal tile is visible if you look closely. While not really a disadvantage, it would be nice if it made all mass transit stations visible, while still hiding all the other buildings, lots, and plops. I'm guessing most, if not all, of these disadvantages, have no solution. Very happy to be wrong! If you want to have a play with your own "NetworkAddonMod_Volume_Data_View_Z_Medium_Custom.dat" (beware of the TSCT), here's the exemplar properties I changed: NetworkAddonMod_Volume_Data_View_Z_Medium_Custom (Naomi-1a).dat Exemplar Name DataView: Traffic Volume - Ferry DataView: Type filter 0x8A13918A,0xC772BF98,0x68FD0C69,0x2A183167,0x897F7EC2 DataView: Hide zones 0x01 (True) ; Hide the empty zones DataView: Custom view 0x4A19BDE3 ; Inherit the "Subway Tool" base functionality which ghosts the roads DataView: View level 0x00000002 ; Look underwater DataView: Network Visible Level 0x02 ; Expose the subway DataView: Highlight mode 0x00000009 ; Highlight subway stations Note that DataView: Invert filter property is not present, so the DataView: Type filter is specifying the occupant types to include, not exclude. Here's what I've observed about those occupant types: 0x8A13918A : Ingred.ini says this is a "Subway connection" 0xC772BF98 : Shows the subway lines ... cool! 0x68FD0C69 : Shows the Ferry plops at zoom 2, but only pieces of them at zoom 3. Also shows the base platform of the Maxis Port and Marina. Weirdly, it also shows dark holes for various landmark plops, and for lots adjacent to tunnels, and a few other lots, too. 0x2A183167 : Shows the Water Treatment spigot ... might as well include it. 0x897F7EC2 : Shows watercraft automata, speed boats, yachts, port ships. Yep, that looks good! I discovered that occupant type 0x278128A0 shows Ferry Terminals perfectly at zoom 3, and parts of most transport lots, but it also shows most growable and ploppable buildings, too, which is too much information for what I wanted on this Data View. For reference, here's an excerpt of occupant types from Ingred.ini. (I've also got properties.xml for my iLive Reader v0.9.3) In particular, 0x74758926 could be another good one to include, if wanting to use this view for underwater MMP decorating, but I prefer to leave out the flora. I left other properties of the NAM Ferry Traffic Volume exemplar unchanged: NetworkAddonMod_Volume_Data_View_Z_Medium_Custom.dat Exemplar Name DataView: Traffic Volume - Ferry DataView: Colour ramp 0x00000000,0x00FFFFFF,0x00000001,0x30E4E5FF,0x00000002,0x99D3D5FA, 0x00000003,0xBB999EF9,0x00000005,0xBB7B81F7,0x00000007,0xBB5D64F7, 0x0000003F,0x9900FF00,0x00000053,0x99FFFF00,0x00000069,0x99FFCC00, 0x00000080,0x99FF9900,0x00000097,0x99FF6600,0x000000AD,0x99FF3300, 0x000000C3,0x99FF0000 DataView: Maximum scale 0x00000FA0 DataView: Data source 0x0000004C DataView: Interpolate data 0x00 (False) DataView: Legends Colour 0x30E4E5FF,0xBB999EF9,0xBB5D64F7,0xBB06C6C1,0xBB03DC29, 0x9900FF00,0x99FFFF00,0x99FF8000,0x99FF0000 DataView: Legends Labels 0xFF0F6960,0xFF0F6961,0xFF0F6962,0xFF0F6963,0xFF0F6964, 0xFF0F6965,0xFF0F6966,0xFF0F6967,0xFF0F6968 DataView: Legends Header 0xCC22F6EC DataView: Travel Types 0x00000004 The DataView: Colour ramp , even though not visible in the main view, is still relevant and useful in the popup map panel. Thoughts or ideas, anyone? I'm very interested to know if there's some way to improve it further, or secret knowledge on the ways of DataView modding.- 2 Replies
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Version 1.0.0
1,359 Downloads
================================= Vertiport, by Raymond and his Friends ================================= This Vertiport is acturally a Car & Passenger Ferry but can be plopped in the sea. it will provide (§ 2000 §§ 152 §§§ 17) civic Jobs and also directly increase the demand for RCI. Many thanks to Cori and CB and Terring and Barton and Jason and Alejo...!! This is another futurist Lot i made inspired by Terring's CJ. Terring just keeps encouraging me with his continuous ideas, When i ran into troubles with modeling and Lotting, Jason and Alejo and Barton helped me to solve them with their knowledge and precious experience. CoriBoom supports me as they always do, I do appreciate all of you. @CorinaMarie @Cyclone Boom @Terring @BartonThinks @Jasoncw @Barroco Hispano Vertiport STATS: ----------------- Ferry Terminal Type : Car and Passenger Plop Cost : §300 Bulldoze Cost : §10 Demand Created : § 2000 §§ 152 §§§ 17 Power & Water Consumed : 0 Occupant Group : Building: Transportation, Building: Ferry Passenger Capacity: 5000 NOTE ABOUT DARK NITE vs MAXIS NITE: ----------------------------------- This Lot is designed for Maxis Night (SD). DEPENDENCIES: ------------- To have a functional port in the sea, You need NAM's FLUPs to connect this Vertiport from land to sea. INSTALLATION: ------------- To install, simply unzip the Vertiport folder into your Plugins folder. It will then be found in your Water Transportation menu. For connecting this port to your city more easier, I modified vanilla Terrain exemplar which could make your sea transparent, Make sure it (z_____Build Vertiport Terrain Exemplar) will be loaded after your Terrain Mod. You don't need it after the connecting work. I made a simple instruction within the download link about how to use it, If you have any problems, please post your issue in my thread. Thanks. -- Raymond -
Does anyone know of any Canal to Ferry converter lots out there? I'd really like to be able to create a more seamless transition between the CAN-AM and real water and was hoping there might be a transit converter lock or something out there that can convert CAN-AM "boats" (busses) to passenger ferries and vice versa.
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The ferry terminals have a limit for how many commuters can use them. Placing more ferry terminals alleviates the limit. However sometimes ferries from multiple terminals join paths and exit the map at the same spot When one looks at the congestion map, multiple ferry paths joining can cause 'red' which if this was any other network, would cause an increase in commute time. Do these paths joining for ferries also create a commute time increase?
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wmp WMP Mega Props vol. 03 - Port Autority Ferry
STEX Custodian posted a file in WorkingMan Productions (WMP)
Version 1.0.0
629 Downloads
The WMP Mega Props vol. 03 is the third dependency pack, which superseds many of the previously released single, individual WMP prop packs by DocRorlach. This is a dependency package, and it doesn't contain any ploppable or growable elements. Although it can be used for creating new lots with Maxis Lot Editor or PIM-X. Since the original workingman-productions.co.uk/ website is no longer up and running, the decision has been made, that these contents of DocRorlach's will be re-hosted on the main exchanges (LEX and STEX) as legacy contents on behalf of DocRorlach. For easier access and due to a more userfriendly approach, we put together these mega prop packs which are completely replacing the previous smaller prop packs. It is highly recommended to use the attached cleanitol file (WMP Mega Props Vol. 01-05 cleanitol.txt) and remove all the listed contents. The best way to do it, if you use the BSC Cleanitol TM (v1.0) tool. Install the application (if you don't already have), run it, browse the attached *.cleanitol.txt file and let the program remove the listed elements. Also from now, these mega prop packs are required to be referenced as dependencies instead of the single prop packs. Installation: Unzip the whole bundle, or COPY the "WMP" folder from the *.zip into your plugin folder. You don't need to keep the "_Documents" folder. To uninstall, bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. For further details, please read the provided readme AND IF you still have questions, ask @Tyberius06. Credits: DocRorlach and the WMP team for creating the models, props and the original prop packs. David (djp) for keeping the original site alive so many years, and letting us rehosting the files on the exchanges xxdita and Tyberius06 (and the STEX Custodian) for putting together the mega packs and making the files available again. Support: These WMP/DocRorlach creations are now legacy contents and therefore their support is very limited, however support from the wider community can be requested here or in the STEX Custodian General Support Topic. Best include a screen-shot illustrating the problem.-
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I can't seem to make ferries be able to go under my monorail bridge. I've tried both the default Maxis bridge and the custom bridges that came with the NAM. Even after leaving the game to run for about a year, there's still no ferry traffic going through. I tried to investigate by manually driving a ship through and it just crashes. Initially I used the Putrajaya bridge and I assumed that it was one of those bugged bridges that didn't allow traffic underneath. Then, after changing it to the maxis bridge, it still didn't work so I raised it by about 20ish meters to make sure there was enough height. Nothing could still pass underneath despite the fact that the bridge construction menu showed that it was high enough both before and after adding extra height. Sometimes I would be able to drive a ship or fishing boat through but I assume it was because the traffic simulator hasn't updated yet. When I try again a year later the boats crash again.
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Version 1.0.0
3,113 Downloads
Passenger Ferry Terminal V3, by Mattb325. --------------------------------------- A "ye olde worlde" style ferry terminal for your cities. While I quite like the look of the Maxis Passenger Ferry Terminal, and I also like the fact that both passenger ferries and car/passenger ferries are far and away the cheapest and most efficient form of public transit that never suffers from congestion...but after 15 years of seeing the same ferry buildings in game, it's time for an upgrade. This is the last of four fictional buildings which I made for just that purpose. This passenger ferry building is a new lot and it does not replace or interfere with the in-game building (or any of my other ferry lots). It can be used in conjunction with the Maxis passenger ferry terminal or any other similarly modded passenger ferries available. This ferry is also easy to place along the shore line - if you have ever placed the in game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the in-game lot, this lot must be placed adjacent to a street/road and it also must be placed across both land and water. Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network and a ferry terminal helps stop the 'no job' zot that often plagues residential areas by providing a super fast mode of travel. It is crucial to note the Passenger Ferry Terminal is a separate network from the Car Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) and in a neighbouring city connected by water to get the most use. It is also important to note that ferries do not work if the water is too shallow, bridges too low, or if the edges of your cities and waterways are at wildly differing elevations. It has similar stats in terms of capacity and monthly cost to the Maxis Passenger Ferry Terminal, but provides more jobs. This old-world, brick and stone terminal building is slightly larger than the other ferry buildings I have released and visually looks more suited to denser older-style environments. I say visually, because ferry terminals don't suffer from congestion unlike other modes of transport. The other thing about this series of passenger ferries is that they will conform to 90%, if not all of, the available seawall sets: as long as the seawall set has left/right overhanging lots (which are typically used as under-bridge lots) and are not too wide or deep, then they will function perfectly so you can keep a uniform look to your seawalls and not be forced to pick one that I choose. Obviously the passenger ferry building is found in the water transit section of the transportation menu and crucially it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. --------------------------------------- STATS: Lot size : 2x4 (to be placed on land and water) Plop Cost: §200 Bulldoze Cost: §30 Occupant Groups: Transportation, Strikable Transit, Ferry, Passenger Ferry, Water Transit Catalog Capacity: 900 Wealth: Medium Wealth Demand Created: Jobs§§§: 1, Jobs§§: 12, Jobs§: 17. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 2 over 0 tiles Power consumed: 10 MwH Water consumed: 25 Gallons/Month Monthly cost: §35 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two separate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There is one dependency, crucial to avoid a brown box: https://community.simtropolis.com/files/file/33303-passenger-ferry-terminal-v2/. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 4 Comments
- 4 Reviews
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Version 1.0.0
3,897 Downloads
Passenger Ferry Terminal V2, by Mattb325. --------------------------------------- While I quite like the look of the Maxis Passenger Ferry Terminal, and I also like the fact that both passenger ferries and car/passenger ferries are far and away the cheapest and most efficient form of public transit that never suffers from congestion...but after 15 years of seeing the same ferry buildings in game, it's time for an upgrade. This is the third of four fictional buildings which I made for just that purpose - it was initially only three buildings, but I got carried away and made a fourth(!) This passenger ferry building is a new lot and it does not replace or interfere with the in-game building (or any of my other ferry lots). It can be used in conjunction with the Maxis passenger ferry terminal or any other similarly modded passenger ferries available. This ferry is also easier to place along the shore line - if you have ever placed the in-game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the in-game lot, this lot must be placed adjacent to a street/road and it also must be placed across both land and water. Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network and a ferry terminal helps stop the 'no job' zot that often plagues residential areas by providing a super fast mode of travel. It is crucial to note the Passenger Ferry Terminal is a separate network from the Car Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) and in a neighbouring city connected by water to get the most use. It is also important to note that ferries do not work if the water is too shallow, bridges too low, or if the edges of your cities and waterways are at wildly differing elevations. It has similar stats in terms of capacity and monthly cost to the Maxis Passenger Ferry Terminal, but provides more jobs. This modern, zinc clad terminal building is slightly larger than the other two ferry buildings I have released and visually looks more suited to denser environments. I say visually, because ferry terminals don't suffer from congestion unlike other modes of transport. The other thing about this series of passenger ferries is that they will conform to 90%, if not all of, the available seawall sets: as long as the seawall set has left/right overhanging lots (which are typically used as under-bridge lots) and are not too wide or deep, then they will function perfectly so you can keep a uniform look to your seawalls and not be forced to pick one that I choose. Obviously the passenger ferry building is found in the water transit section of the transportation menu and crucially it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. --------------------------------------- STATS: Lot size : 2x4 (to be placed on land and water) Plop Cost: §150 Bulldoze Cost: §30 Occupant Groups: Transportation, Strikable Transit, Ferry, Passenger Ferry, Water Transit Catalog Capacity: 900 Wealth: Medium Wealth Demand Created: Jobs§§§: 0, Jobs§§: 2, Jobs§: 7. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 1 over 0 tiles Power consumed: 6 MwH Water consumed: 21 Gallons/Month Monthly cost: §30 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two separate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies for this lot. Please note that this will form a dependency of the next-to-be-released ferry lot. If you are new to using passenger ferries, I would recommend Vester's (do a search at SC4devotion) mods which will give you lots of different ferry automata options and make your water ways quite lively. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 4 Comments
- 3 Reviews
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Version 1.0.0
2,440 Downloads
Passenger Ferry Terminal V1, by Mattb325. --------------------------------------- While I quite like the look of the Maxis Passenger Ferry Terminal, and I also like the fact that both passenger ferries and car/passenger ferries are far and away the cheapest and most efficient form of public transit that never suffers from congestion...but after 15 years of seeing the same ferry buildings in game, it's time for an upgrade. This is the second of three fictional buildings which I made for just that purpose. This unimaginatively named passenger ferry building is a new lot and it does not replace or interfere with the in-game building (or any of my other ferry lots). It can be used in conjunction with the Maxis passenger ferry terminal or any other similarly modded passenger ferries available. This ferry is also easier to place along the shore line - if you have ever placed the in-game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the in-game lot, this lot must be placed adjacent to a street/road and it also must be placed across both land and water. Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network. It is crucial to note the Passenger Ferry Terminal is a separate network from the Car Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) and in a neighbouring city connected by water to get the most use. It is also important to note that ferries do not work if the water is too shallow, bridges too low, or if the edges of your cities and waterways are at wildly differing elevations. It has similar stats in terms of capacity and monthly cost to the Maxis Passenger Ferry Terminal, but provides a few more jobs. The other thing about this series of passenger ferries is that they will conform to 90%, if not all of, the available seawall sets: as long as the seawall set has left/right overhanging lots (which are typically used as under-bridge lots) and are not too wide or deep, then they will function perfectly so you can keep a uniform look to your seawalls and not be forced to pick one that I choose. Obviously the passenger ferry building is found in the water transit section of the transportation menu and crucially it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. --------------------------------------- STATS: Lot size : 2x3 (to be placed on land and water) Plop Cost: §100 Bulldoze Cost: §20 Occupant Groups: Transportation, Strikable Transit, Ferry, Passenger Ferry, Water Transit Catalog Capacity: 800 Wealth: Medium Wealth Demand Created: Jobs§§§: 0, Jobs§§: 1, Jobs§: 4. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 1 over 0 tiles Power consumed: 4 MwH Water consumed: 12 Gallons/Month Monthly cost: §20 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies for this lot. However, if you are new to using passenger ferries, I would recommend Vester's (do a search at SC4devotion) mods which will give you lots of different ferry automata options and make your water ways quite lively. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 1 Comment
- 4 Reviews
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- 26
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- ferry
- ferry terminal
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(and 5 more)
Tagged with:
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Version 1.0.0
2,561 Downloads
Passenger Ferry Terminal, by Mattb325. --------------------------------------- While I quite like the look of the Maxis Passenger Ferry Terminal, and I also like the fact that both passenger ferries and car/passenger ferries are far and away the cheapest and most efficient form of public transit that never suffers from congestion...but after 15 years of seeing the same ferry buildings in game, it's time for an upgrade. This is the first of 3 fictional buildings which I made for just that purpose. This passenger ferry building is a new lot and it does not replace or interfere with the in-game building. It can be used in conjunction with the Maxis passenger ferry terminal or any other similarly modded passenger ferries available. This ferry also easier to place along the shore line - if you have ever placed the in-game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the in-game lot, this lot must be placed adjacent to a street/road and it also must be placed across both land and water. Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network. As stated previously, it is crucial to note the Passenger Ferry Terminal is a separate network from the Car Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) and in a neighbouring city connected by water to get the most use. It is also important to note that ferries do not work if the water is too shallow, bridges too low, or if the edges of your cities and waterways are at wildly differing elevations. It has similar stats in terms of capacity and monthly cost to the Maxis Passenger Ferry Terminal, but provides a few more jobs. The other thing about this series of passenger ferries is that they will conform to 90%, if not all of, the available seawall sets: as long as the seawall set has left/right overhanging lots (which are typically used as under-bridge lots) and are not too wide or deep, then they will function perfectly so you can keep a uniform look to your seawalls and not be forced to pick one that I choose. Obviously the passenger ferry building is found in the water transit section of the transportation menu and crucially it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. --------------------------------------- STATS: Lot size : 2x3 (must be placed on land and water) Plop Cost: §100 Bulldoze Cost: §20 Occupant Groups: Transportation, Strikable Transit, Ferry, Passenger Ferry, Water Transit Catalog Capacity: 800 Wealth: Medium Wealth Demand Created: Jobs§§§: 0, Jobs§§: 2, Jobs§: 2. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 1 over 0 tiles Power consumed: 5 MwH Water consumed: 18 Gallons/Month Monthly cost: §25 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two separate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: There are no dependencies for this lot. However, if you are new to using passenger ferries, I would recommend Vester's (do a search over at SC4devotion) mods which will give you lots of different ferry options and make your water ways quite lively. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. NB: please note I will not be providing a link to all of the seawall kits shown in the pictures. There are simply too many options available; please also don't be offended if I haven't shown your favourite seawall kit. Chances are I tested it, and it works just fine.- 1 Comment
- 5 Reviews
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- passenger ferry
- ferry
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Version 1.0
347 Downloads
Bornholmer Faergen This is a ploppable ferry based off the Bornholmer Faergen. The file contains: A ploppable version with a closed door for placement offshore A ploppable version with an open door for placement in your harbours You will find it in the water transportation menu. Place it in the sea. Unfortunately no nightlighting because I can't get the darknite mod to work on my system (maybe someone can offer me help on how to get it to work. I would really appreciate it!) DEPENDENCIES: None -
Hey guys just a general question because I like to see other's play style. When building mass transit what are your personal minimum usage numbers you like to see in order to keep the station you've built? For instance, I'll usually demo a station that sees under 300-500 usage AFTER I've taken steps to try to increase its use. Of course there are exceptions but that is my general rule. Input? Also, I'm not sure the minimum usage needed to offset the cost of the station upkeep using the default fares with NAM, anyone have this info?
- 12 Replies
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- nam
- mass transit
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Ferries Not Working In One Specific City
zebulon_stonehenge posted a topic in SimCity 4 General Discussion
I've run across a strange situation. I have one specific city (all industry) that ferries just do not work in, period. No matter what I do, their 5 "Service Quality" anchors remain greyed-out instead of green, indicating 0 service quality, and according to the "main" query tool, the usage is 0. However, according to the "transit" query tool, thousands of sims are using my ferry terminals, and it shows purple lines connecting the terminals to a nearby city. (And since there was no road connection and zero population, ferries are the only way for workers to get to jobs in this city.) I've ruled out the basics: Road connections? Check. Funding? Check. Electricity? Check. Water? Probably not needed, but check. Do sims actually need the ferry terminals to get to work? Check. So, I tried some long-shots: I added 500 sims worth of residential, and some commercial, because I was thinking maybe the game was freaked-out by the city being "industry only". Result: No change. I added a road connection to a neighboring city because I was wondering if the lack of road connections was confusing the game. Result: No change. So... does anyone have an idea of why these ferries have Service Quality = 0 and Use = 0? I've attached some photos of the situation. -
I've requested that region-view ferry route color be customizable in the NAM. I think it would be cool for the TSCT to display and offer customization of the RGB and pattern for each transit network. However, while I am waiting, I am wondering what I can do to mod my own plugins to help my problem: I installed a water mod. I like it except... The new darker color in the region view renders NAM's purple ferry routes virtually invisible. I wish I could flip the ferry-route color to white (or some other bright, high-contrast RGB). Does anyone here know how to find and mod the colors and patterns of region-view network displays?
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Version 1.0
5,054 Downloads
Car Ferry Terminal, by Mattb325. --------------------------------------- While I quite like the look of the Maxis Car Ferry Terminal, after almost 15 years of seeing the same ferry building in game, it's time for an upgrade. This is a fictional building which I made for that purpose. While the lot conforms to the existing Maxis Car Ferry Terminal, it does not replace the in-game building. It is also slightly easier to place along the shore line - if you have ever placed the in-game version, you will have no problems using this lot as the principles are identical. Additionally, it uses standard maxis pavement textures (rather than a batted base like the in game version) so the lot will blend in with any sidewalk mods that you have. Just like the ingame lot, this lot is transit enabled for road, and as long as you draw the road into the lot, cars will drive through the building. Car Ferry buildings are a great alternative/supplement to bridges, and I use them to ease congestion on the road network. Please note the Car Ferry Terminal is a separate network from the Passenger Ferry Terminal. Ferries that leave from a passenger ferry terminal do not use a car ferry terminal and vice versa. Now, this is no different from the function in the vanilla rush-hour game, but as there are so few custom ferry terminals available for download, it is important to point out. Therefore, I recommend placing this at least twice in any city tile (on opposite shorelines) to get use. The ferry terminal is a modern building with a bar and restaurant on the upper levels. It has similar stats in terms of capacity and monthly cost to the Maxis Car Passenger Ferry Terminal, but provides a few more jobs. It is also limited to a maximum of 16 terminals per city tile and both this building and the in-game car ferry terminal count towards the 16 terminal number. Obviously it is found in the water transit section of the transportation menu and obviously it can only be placed in a city where in-game water is present; it does not work on canals or ploppable water. It has been tested to work in Vanilla (Rush Hour) and various NAM releases, up to NAM 35. --------------------------------------- STATS: Lot size : 3x5 Plop Cost: §150 Bulldoze Cost: §10 Occupant Groups: Transportation, Strikable Transit, Ferry, Car Ferry, Water Transit Catalog Capacity: 1,000 Wealth: Medium Wealth Demand Created: Jobs§§§: 1, Jobs§§: 8, Jobs§: 18. Pollution: Air 1 over 1 tiles, Water 1 over 1 tiles, Garbage 1 over 0 tiles Power consumed: 10 MwH Water consumed: 38 Gallons/Month --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO file types in two seperate folders; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must choose only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (https://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires the following dependency: https://community.simtropolis.com/files/file/27915-cruise-ship-terminal/ You can delete the main model and lot files if you wish not to use the cruise ship terminal, but be absoluetly sure to keep the two files marked 'Mattb325_RetainingWall-xxxxxxxx' If you do not download these, the ferry building will appear to float above the water. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks. -
Anyone up for the task to update the local only stations mod? It is marked as depricated because the functionality is in the base game, but that doesn't work for airports or ferry harbors. Without it there is no longer any way to make local airlines. There have been some comments asking for this but no response, it would be appreciated! Anyone?
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Port de Caravella: Ferry Passenger Terminal
Krisman posted a City Journal entry in Principauté de Caravella-Guatalaga
With the Principauté de Caravella-Guatalaga being a group of islands, travelling to mainland Europe is vital to the economy of the Principauté. In the past 10 years air travel has become the main way of transport from Port de Caravella to Mainland Europe, but the 'good old' ferry is still very popular with transport companies and locals. In the late 70's of last century, the local governement turned an abandoned part of the port into a Passenger Terminal to accomodate the growing number of people using the various ferry services. Today, the Passenger Terminal is still looking the same on the outside, but has completely been renewed on the inside. Port de Caravella is connected by ferry to 4 destinations on the European mainland. These destinations are Marseille (France), San Sebastian (Spain), Porto (Portugal) and Lisbon (Portugal). The services are operated by Trasmediterranea, an Acciona company. Replies @_Michael i believe that the platforms are part of the St. Paola Train Station @Takingyouthere@feyss @JP Schriefer @MushyMushy @whiteshark365 @raynev1 Thanks so much for positive feedback - glad you all enjoy it. @kschmidt The Ritz project is interesting to use, thanks for the tip! @sucram17 the tram is part of the nice work done by Simmer2 @mike_oxlong there is not much to teach ... i'm not using mods so it's a matter of creating a lot with various base textures, overlayers and props ... Next to the Ferry Passenger Terminal is also a Cruise Ship Terminal which can accomodate small and medium cruise ships that visit the Principauté de Caravella-Guatalaga on a regular basis. If you like it, let me know!- 12 Comments
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From the album Krisman's Album
© Krisman
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From the album Krisman's Album
© Krisman
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From the album Krisman's Album
© Krisman

