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Showing results for tags 'forestry'.
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Version 1.0.0
1,577 Downloads
These are some more SimWorkers to bring a little bit of action to your lots. This 5th pack contains 4 different groups of Sims: • 6 Forestry Workers • 6 AirPort Personnel • 6 FlightDeck Personnel • 6 WindTurbine Technicians Content This File contains one .dat-file with 24 different props and one .dat-file organizing the models as MMPs: Forestry Workers • A_1P_ForestryWorker#1_sawing • A_1P_ForestryWorker#2_chopping • A_1P_ForestryWorker#3_saw • A_1P_ForestryWorker#4_sitting • A_1P_ForestryWorker#5_axe • A_1P_ForestryWorker#6_trunk AirPort Personnel • A_1P_AirportPersonnel#1_luggage • A_1P_AirportPersonnel#2_luggage • A_1P_AirportPersonnel#3_parkingX • A_1P_AirportPersonnel#4_parkingU • A_1P_AirportPersonnel#5_standing • A_1P_AirportPersonnel#6_walking FlightDeck Personnel • A_1P_FlightDeckPersonnel#1_liftoff • A_1P_FlightDeckPersonnel#2_signallingT • A_1P_FlightDeckPersonnel#3_signallingN • A_1P_FlightDeckPersonnel#4_carrying nozzle • A_1P_FlightDeckPersonnel#5_standing • A_1P_FlightDeckPersonnel#6_running WindTurbine Technicians • A_1P_WindTurbineTech#1_standing • A_1P_WindTurbineTech#2_carrying • A_1P_WindTurbineTech#3_inspecting • A_1P_WindTurbineTech#4_working • A_1P_WindTurbineTech#5_walking • A_1P_WindTurbineTech#6_kneeling Dependencies • none Instructions To use the props the content must be placed on your lot using a lot-editor! Unzip and place in (work-) plugin folder, place in plugin folder once used in a lot file, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins To use the MMPs both .dat-files must be stored in your plugin folder. Note I have set the height of the Sims to 2.3m + PPE (personal protective equipment). Therefor they are more realistic in size compared to other small props like cars etc. They are a little smaller than the standard Maxis Sim.- 2 Comments
- 3 Reviews
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Hello, I'm pretty new to C:S, and starting to get a hang after having played SC4 and CXL years earlier. I used to have an account here but forgot the username and password... I'm building my first city and I'm running into trouble with demand. Residential demand is always sky high, and whenever I zone for residential, people move in quickly, even if I zone them right next to the industrial zone, with no schools, parks etc. Commercial demand is around 50% and occasionally I see a building abandoned, and industrial demand is <10% and industry buildings get abandoned all the time. My industry right now is smaller than it was with 1000-2000 people and I have 5100 people right now, but apparently there's no demand for it even though nearly the entire city is residential. From city statistics graphs: Residential: 4813 Commercial: 800 Industrial: 516 (topped out at 724 around the time when cemeteries were unlocked) Employment percentage: 97.5% A second problem that I have is with forestry industry. I created a specialized forestry area and it's good enough to get Level 3, but it's consistently losing me money. It's not a lot, just the building upkeep, but it's either not generating profits or sometimes it just barely evens out. I've got about a dozen tree plantations, one paper plant and half a dozen sawmills, which I'd hope would at least pay for itself! When I open up the industry overview, the chart numbers are: Acquisition: 29 tons, all own production Raw forest products: 22 tons (where did the 7 tons go?) Paper: 4 tons, output 8 tons (1200 money) Raw forest products output: nothing Planed timber: 18 tons, output: nothing! Upkeep: 1416 Total profit: -216 Also, I thought forestry industry would do something with the natural forests, but apparently it only uses the plantations, even though I've painted the industry area over nearly the entire natural forest on the starting tile. Why are then natural trees colored under the resources view?
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From the album Mayon Province !
Sampson Woods -
From the album Mayon Province !
Mayon City South Woods 2 -
Replies: eufl: Thanks, I'm really glad your enjoying the CJ. Yer the water pump is a little on the large side lol but oh well. As for the farms they do take a while which is probably why the road layouts for them are beginning to outpace the actual farm detailing but I'm sure I'll catch it up. As for the power poles I'm not using any mods in this CJ sorry. Plus it makes sense to have the pylons as there coming from the actual power plant which is further down the single lane highway. Entry 11: Recovery begins So, were back in Antario and as the title suggests, were glad to say that the city has begun its recovery plan in regards to the failing industry that supported our city and has benefited from several knock on effects from this recovery which we'll show you in this entry. Jumping straight in, you'll remember that the former oil sights were left like this as nature retook the areas they used to operate in. 1. Well we've used some set aside money to offer grants for forestry companies to take up management of the area and bring some industry and jobs back into the city and am happy to say that the response has been promising indeed. True not all the land has been bought but at least its a sizeable start and ones that we have a number of plans for in the future. 2. Moving back toward the city you'll remember the intersection for the village of Froska was getting a bit clogged up and frankly, dangerous. Well we've gone ahead and turned it into a simple but much more effective diamond interchange. 3. Which has a,lso allowed us to expand the growing network of villages that are popping up around Antario. In this case were In the new village of Londhei where farming and forestry are the main way's of life. There is also a cider brewery here as well that uses its own and other local orchards to produce several varieties of refreshing cider for the local area. In the background you can see just how close it is to the city, sitting just across the highway from the suburbs. 4. Meanwhile we also have expansion in the aforementioned suburbs as the sprawl continues to spread outwards. 5. Also more expansion in Skjar, which is fast becoming a little town in its own right, what with the new neighbourhood and the preparation to use the land around it for farming and forestry. We do however probably need to do something about the pollution that might be beginning to threaten the fishing industry that it was founded around. 6. Finally for this small entry we have the obligatory overview, marking the moment that our city and its surrounds have hit the 50k mark, now showing no signs of stopping with the focus on new industries and, as usual the list of things on the councils minds. 7. -Improve the lacking public transport network? -Take a look at streamlining the harbour area? -Expand on the forestry industry. -Financial district substantial expansion? -Get the city beautification projects finished instead of half done? -Agricultural expansions -Housing expansions
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Cities: Skylines (3) - Expanding Upon CapTown Forestry
CapTon posted a City Journal entry in Let's Play Cities: Skylines
https://www.youtube.com/watch?v=--7z6byQe4w We continue to expand upon the CapTown Forestry company. Riveting.-
- cities: skylines
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Cities: Skylines (2) - CapTown Forestry
CapTon posted a City Journal entry in Let's Play Cities: Skylines
https://www.youtube.com/watch?v=OG9xGAhmz7c A forestry company has developed in CapTown!-
- cities: skylines
- part
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(and 3 more)
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