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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

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City-building game(s)

Found 42 results

  1. Version 1.0.0


    Tariel-CasperVg Recycling Center (6x7) Recycling may not be pretty but it is necessary. Here’s a relot of CasperVg Oosterzele Recycling Centre You can check CasperVg content on the STEX. A list of deps is in the folder, as well as the lot original information (unchanged) 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 : (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 dont 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.
  2. SM2 Trash Dumper

    Version 1.0.0


    SM2 Trash Dumper When garbage is sent to an incinerator, it usually gets there by rail if its too far. This is such a facility. Garbage filled railcars are pushed on a ramp to a device that tips them in order to unload the trash. The Dumper is made with several instances of the model and then by timing them you get a sort of animation. The lot on itself is non functional and the RRW DTR rail will only connect visually therefore you should connect it to your main rail line by creating a spur. It looks great on its own or if you want to, you can plop it in conjunction with SM2 Trash and Burn for an even greater look. (refer to included pics) You will find it under the rail menu. Lot size 16X4Power used 50 Water used 20 Dependencies SM2 Prop Pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 SM2 Prop Pack Vol6 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3562 SM2 Prop Pack Vol7 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3571 SM2 Prop Pack Vol8 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3587 SM2 Essentials http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 North American Freight Cars Prop Pack https://community.simtropolis.com/files/file/31976-north-american-freight-cars-prop-pack/NOTE! You only need the GP38 folder from the North American Freight Cars Prop. Optional Have fun Simmer2
  3. SM2 Trash and Burn

    Version 1.0.0


    SM2 Trash and Burn. A massive garbage handling facility but also a power generating station. (waste to energy) Here the trash is incinerated and the heath generated by the furnaces is used to create steam which in turn runs in to a turbine generator thus creating energy. Lot size 10X6 Handling capacity 50,000 tons per month. Power generated at peak 6,500 Plop cost 7500 Power used 8 Water used 60 Note - It can be used stand alone or in conjunction with SM2 Trash Dumper. The base textures are a match. If you wish to do so then refer to the picture included in this zip. Dependencies SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 SM2 Prop Pack Vol4 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548 SM2 Prop Pack Vol6 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3562 SM2 Prop Pack Vol5 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3555 SM2 Prop Pack Vol7 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3571 SM2 Prop Pack Vol8 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3587 SM2 Prop Pack Vol9 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3588 Optional Thank you. Simmer2
  4. Landfill Region "Tile"

    Hello Mitchell's When I was reading FAQs about SC4 on CheatBook Database 2017 I Found an genius idea Opening the region menu and making a SMALL "city" tile completely purposed for garbage collection The kicker ? Its the fact that, ALL kinds of pollution doesn't travel through city tiles So, If you do that and make that place full of "Garbage>Power" plants funded with zero cash You get your private "Garbage Blackhole" One more Since ALL kinds of pollution doesn't travel through places That place can be purposed for dirty industry too ! But there are two problems 1-50 Years and "power plants" get rekt 2-Car traffic outflow AKA insane amounts of traffic between borders caused by normal workers AND people wants to take a shortcut The solution of the first problem is simply getting every single "Business Deal" But How Am I going to get all the business deals in a short time ? The solution of the second problem is simply building LOTS subways and subway lines --- What are your thoughts on this ? What tactics you can give to me ? Is it possible to make that place self sustainable by getting all the "business deals" ? (I Am thinking about giving some fireplane and police outpost protection) Thank you for all the advice
  5. In my biggest city with 415k population, the Garbage won't go down to zero anymore on the charts. It stays around 60, so it's very low but still exists somewhere. I have a deal sending tons of garbage out to another city, but the garbage on the chart seems to be stuck at 60 or so.
  6. I'm attempting to build a city in which car usage is minimized. To that end, I've added a small industrial area in which contains no roads of any kind, only railroads and pedestrian malls. It has grown nicely, and people are getting to work by taking the tram to their nearest train station and hopping on the train to the industrial area. On the surface, it looks like everything is running nicely: But let's take a look at where all the freight is going: It looks like all of the factories are sending their goods along the train to the connection with the neighbouring city instead of sending it to the port. I'll note that the neighbouring connection is quite a ways off screen and that even the furthest factory from the seaport is still significantly closer to the port than it is to the next city. As a result, every one of my factories that sends freight has "long" freight times. As you can see, the seaport has a railway connection, and it is connected to the rail system. It also has a "road" connection via pedway to the train station, so it has workers too. Can anyone explain to me why nobody ships their freight through this port? It is a CDK3 Container Seaport which accepts rail connections, but its used capacity is 0. The second issue is that this industrial area is fairly hilly. It's actually relatively flat compared to the surrounding areas, and I spent quite a bit of time smoothing the bumps and making the grade from the coast up to the hill that acts as a buffer between this area and my R/C neighbourhoods as gentle as possible: However, if you zoom in on some of these diagonal train stations, you can see they look absolutely terrible when put on a slope. Not only that, but many of the pedestrian malls are half-buried under grass, giving the whole area a weird, janky look: I tried using a slope mod to ensure my rails were built using realistic grades, but even with the least restrictive mod I could find, the area was still too hilly for me to lay down these tracks. Are there pedestrian tiles and diagonal railway stations that play more nicely with slopes, or do have to bite the bullet and flatten everything, leaving weird-looking, extra steep slopes at the edges of the area? And if I do that, what do I do with the train tracks at those steep edges? My last question doesn't really require any screenshots. Put simply, industry generates garbage. With no roads, the only way for me to remove this garbage is via rail. Do any mods exist that allow this?
  7. Show Us Your Utilities!

    It's about time there was some utility love in this forum. If you have a power facility, water facility or garbage facility then this is the topic to post it in! I shall start with a small recycling centre in the middle of some rural suburbs. Another one would be the hydroelectric dam I created in Faverdale.
  8. Hi guys, apparently I've been searching for this on the internet, I'm a total newbie at Simcity 4 and this "no dough to stem trash flows" red text at the news appeared. I really need help, I'm confused, what should I do to get rid of it?
  9. Entry 1.3 - Waste Services

    The last of Frontier City’s utilities is finally near completion, and that is the town’s garbage removal, storage and recycling centers. I would have posted this update sooner; however, the natural disasters update hit me extremely hard, creating numerous mod and asset issues. At the expense of sounding corny, the update was a true disaster for the game. Two entities provide services to Frontier City: Northern Waste Management Corporation and Pewter Recycling Conglomerate. Northern Waste Management Corp handles all trash pickup, storage, and operates the town’s landfills. Pewter Recycling Conglomerate, is a national organization that handles recycling for roughly a third of the entire plant’s population centers. The company maintains multiple facilities located to the west of Frontier City, and maintains a massive fleet of trucks. I am not entirely happy with how to junk yards and landfills came out, and may make some significant changes in the future; however, most of the issue is just game limitations with the props that I must work with. The recycling center will likely be completely redone. I think it is too small and needs more components, such as trash piles and warehouses. I just need to get some inspiration from looking at a lot of aerial photos of recycling centers to figure out how to proceed moving forward. If anyone has any suggestions on how to enhance this area please feel free, I do not mind adding some interactivity to this journal. Scrapyards and landfills to the center top, recycling center to the lower left. (Note: The recycling center will likely be torn down and rebuilt) Another Bird's Eye shot of the junk yard and recycling center. Slightly closer view. Closeup Satellite View. (As the town expands, the empty blocks will eventually become part of the town's industrial center. Landfill. (This area could use some more work, probably some more piles of dirt, some deep pits dug, and more equipment, with parking for workers. Garbage/ Recycling sorting facility in the foreground, and scrapyards in the background. Old abandoned house in the middle, abandoned after the junkyards got too large. Now it just sits in an empty overgrown lot. Closeup of the junkyard where rusty and decrepit vehicles are stored. (Thinking of expanding this into a large block across the main road, probably 3 times the size. Another view of the junk yard. And another. Another Junk Yard lot where industrial containers and trailer beds are kept. Another shot of the container junkyard. Junkyard at night. The managers of the yard do not like paying for electricity; therefore, the yard is only minimally lit. Container yard at night. The owners of the container yard actually live in a trailer on the property.
  10. There has to be a way to disable garbage and dead bodies in Cities Skylines. Bottomline, having to place incinerators, landfills, and graveyards in EVERY district/neighborhood makes a city look like total $%&^!!! With Sc4 there were meaningful alternatives to disposing trash. Problem with computer sims is there are not enough map real estate to process garbage over centuries (game time clock). I understand it is for the sake of realism. But for those who wants to play in sandbox style and emphasize creativity, this feature all but destroys the fun in the game. Until there is an option to turn off garbage / bodies in Skylines, it appears I am without a city sim, unfortunately. I enjoy Simcity 4 but sadly, technical limitations of running on a single core and no ultrawide support makes running it no longer feasible. I tried Skylines twice and ended up not liking it much. If there is a good mod to somehow remove trash or somehow make it disappear, please let me know. I would love to play this game now that there are 1000's of new buildings in the Steam Workshop.
  11. Entry no.29 - Infrastructure in Dresden

    This entry will deal with infrastructure related facilities located in Dresden. City Overview (looking north) 1 - D.M Peters Water Treatment Plant Posthumously named after a former mayor of Dresden who authorized the construction of this facility. This medium sized facility is the only water treatment plant located in the South Shore borough. It provides water to Dresden's 102,000 residents plus an additional 25,000 residents from several adjacent towns. The plant was constructed in 1951 replacing a smaller plant located near the port. The facility is municipally owned and operated. Built on a man made peninsula in the south west quadrant of the city, the D.M. Peters WT facility does not require advanced filtration methods due to the Medina's Ocean's west coast current which travels south to north. There are no major industrial facilities located south of Dresden. Water is first pumped into the facility via an 1.2m intake pipe which draws water directly from the Median Ocean the inlet for which is located 2.5km's off shore. Water need not be desalinated because all of planet Azura's ocean's are freshwater! Sentiment and microorganisms are mechanically separated first in a small sedimentation basin and then the water is passed through rapid sand filters(both system inside the building). Afterwards the water is disinfected with chloramine(storage tanks located outside), which is longer lasting and safer than chlorine. Water is then finally pumped into the municipal water system. Additionally there are a dozen water towers located throughout the city(including the one seen here) which have a total storage capacity of 55,000 about enough for about one days worth of water usage. The plant is 0.7 hectares in size and the average daily water production/consumption is 62,280 cubic meters per day. This is the consumption of Dresden and is surprisingly accurate to what a city of 125,000 people would use in the real world - seems maxis got that right at least. The plant may look small but it's more or less realistic in size for it's actual production. Currently the Dresden's water system is self contained. An interconnection to Central Pretoria's much larger system is current being built under Cisco Bay in case of contingencies but won't be completed until 2020. 2 - South Shore Sewage Treatment Plant This medium sized facility is likewise the only wastewater treatment plant located in the South Shore borough. The plant is located in the north west quadrant of the city squeezed in between highway 700 and the Medina Ocean and was constructed in 1970. The facility is municipally owned and operated. Prior to this raw sewage was simply pumped into the Medina Ocean without treatment. At first this was not a significant problem as Dresden was small in size and the strong ocean currents quickly diluted the effluent. But as the city expanded so did the amount of crap that it expelled. By the 60's beaches in Central Pretoria(down current) were closed over 90% of the time due to high bacteria counts. This lead to the construction of several sewage treatment plants across the region. This facility treats water from the same catchment area as the water treatment plant(pop. 127,000). Surface runoff is not treated in Dresden. The facility has clarifiers, sedimentation & biochemical oxidation ponds and a small bio sludge incinerator. New pollution regulations which came into effect in the late 80's necessitated either the installation of advanced scrubber technology or a taller stack. This facility has a 'two in one' system. The 378ft/115m tall stack has advanced chemical reactors built directly into it(hence it's high tech appearance) to treat and capture dioxins, furans and other toxins released during the bio sludge incineration process. 3 - Cisco Bay Bridge(approach) Major bridges and tunnels can also be considered as vital pieces of infrastructure. Here lays the southern approach to the Cisco Bay Bridge, the longest bridge in the nation. The main span of the bridge is located one city to the north. I'm hoping that one day someone might gift us with an elevated RHW bridge as for now we only have the maxis bridge option. Elevated RHW is used to provide the require clearance height(180ft/55m) for large ocean going vessels to navigate underneath the bridge and access both the Port of Pretoria & the Port of Dresden. The railway line to the south is GWR's Portland subdivision, it enters into the Vandenburg tunnel in the next city over. Also(can't see it visually) the Fastraxx L & ME commuter rail lines run underneath the roadway deck. The highway is heavy congested in the rush hour carrying up 18,202 vehicles during it's peak (7AM-8AM). 4 - Port of Dresden A medium sized cargo port, but not a container port. I'll cover this facility in one final transportation related entry still to come(rails & ships). You can see it's general layout from the overview. 5 - The RoS(Ring of Steel) Already covered extensively in entry 21 you should check it out if you haven't already! This is the central telecommunications hub for the South Shore. Recently I switched rock textures. Unfortunately the new textures(greyish) don't mesh well with the mmp's(brownish) that I used here. I will have to come back and redo the screen slope later on. 6 - Biohazard Incorporated's Plasma Waste Gasification Plant Here comes the controversy. Located in the community of Vallyrun near the south east quadrant of the city, this facility uses the Plasma Gasification process to vaporize waste material converting organic matter into synthetic gas which is comprised mostly of Hydrogen, CO & CO2. The resulting syngas can be used to produce electricity directly but at this facility it is simply stored onsite and then transported(no power generation). This facility is privately owned and operated and is located beside to GWR's Farham rail subdivision. Plasma gasification is much cleaner and environmentally friendly in comparison to traditional waste disposal methods. Cities across the world are now adopting the process to eliminate the huge costs and environmental issues of large incineration plants and landfills. New technologies and innovations have greatly reduced the operating costs of the process. However this facilities construction was highly controversial. Although the site is zoned for industrial use and had previously been occupied by an asbestos plant which that was shut down after sale of the product was banned nationwide, the neighborhood is generally residential in nature. Local residents were hoping that a more benign industrial facility would be built here. When it was publicly announced in 2005 that Dresden city council had approved a waste processing plant it was meet with immediate protest. Residents did not believe that the process was as environmental friendly as the government hired experts claimed. Most agreed that if a waste processing plant was to be built in the city it should be built in Industrial Sector G near the port where another waste incinerator is already located. Unfortunately there were no available undeveloped sites large enough remaining in industrial Sector D to house such a facility. Many local residents started picketing the site as soon as construction was started. So they were preventing equipment and workers from entering the site. As a result construction was temporarily halted while extensive public consultations were initiated. The NIMBY's, as city council called them would not relent no matter what assurances they were given. Eventually the PRGA(Pretoria Regional Governing Authority) took over jurisdiction in the matter from Dresden's city council. PRGA's first move was to rezoned part of the site for a police station. The neighborhood had been requesting one few many years now. Though ironically this proved to be somewhat of a double edged sword as once construction on the gasification plant was restarted the DPD(Dresden Police Department) were under strict orders to enforce the law on site. Anyone who even loitered on the sidewalk next to the site for more than 5 minutes was promptly arrested for trespassing. Civil rights advocates were up in arms but ultimately there was little that they could do to stop such occurrences from happen especially after they were arrest and detained as well. The PRGA later stepped in again and all charges were withdrawn. The PRGA took several other steps to mitigate the controversy prior to the facilities construction. To placate the public the facility was extensively redesigned. Original site design One of Biohazard Inc. (BHI for short) main goals in the original concept for the site was for increased storage capacity of both garbage and syngas. This would reduce transportation costs and allow for the company to transport "goods" only at the most economical time. Two massive storage tanks were to be located on the north east corner of the site,. These tank could store up to 3,000 cubic meters of syngas. This represented 150 days at maximum production rates. One liter of syngas contains approximately half the energy of LPG(26 MJ/L). Meaning these spheres when full would contain the energy equivalent of 39 Terajoule each. This is equal to 9 kilotons of TNT! Of course energy is released far more slowly and inefficiently in a chemical reaction when compared to nuclear reactions by several orders of magnitude. Still the resulting worse case scenario was modeled by the PRGA. Should a BLEVE(which of course is an acronym for Big Loud Explosion Very Exciting... ) occur in in just one of the tanks the resulting explosion would be equivalent to the detonation of 45 tons of TNT devastating the community. The model predicted a death toll of 281. This was obviously unacceptable. And so are my photoshopping skills at the moment, I'll work on that... The PRGA mandated that BHI to draw up a new site plan with far stricter regulations than Dresden's municipal council had originally approved. The maximum amount of syngas that could be store on site was reduce from 6,000 cubic meters to a mere 600 - 15 days production. 6 smaller 50,000 liter tanks were approved of for use and relocated to the south side of the site furthest away from residential areas. Should any of these tanks BLEVE(short for Blast Leveling Everything Very Effectively...? ) the resulting casualty count was calculated to be zero this time. A flare stack was also required to be install in order to flare off excessive syngas production when storage inventories were high and in case of pressure spikes in the containment vessels. Several years latter once the PRGA was no longer directly involve in the approvals process, BHI seeked approval for and was granted permission to install an additional 300,000 litter storage tank. Technically this was allowable under the revised permit. But it was located in an underground tank on the north side of the site, something that would likely not have been approved of at an earlier date because of its closer proximity to residential buildings just north of the plant. Another one of the communities major concerns was the large open landfill storage area. Again the PRGA rescinded Dresden's permits for such. Instead the PRGA required that all waste the facility received would be either dumped into the processor or otherwise stored onsite in sealed plastic or steel containers. There were addional concerns over the increased noise and air pollution that would result from garbage and syngas transport trucks traveling through the community to and from the facility. As a measure of good faith BHI cancelled their syngas transportation contract with a trucking company, though they likely would not have done so had the contact guarantees kicked in already. And instead signed a contact with the GWR to build a rail spur off the Farham sub to transport syngas from the facility by rail. While the up front construction costs of the rail fueling spur significantly added to the projects capital budget, the long term transportation contract was much cheaper. Note; BHI applied for and were granted an interest free loan from Dresden's city council for construction of the spur. When this matter came to light several years later it was highly controversial. An independent inquiry is currently underway to determined if any untoward activity occurred during the process(i.e. bribes ). As a result of these changes, this is how the plant now looks; Dresden city council made a small good will measure of their own by construction a pedestrian bridge over the west part of the site. This however did not prevent 80% of the council from being booted out in the following election. As they say, payback's a *****! 7 - Bunsenburner Waste to Energy Incinerator(aka 'The Nasty') This facility is located on Pier 18 in Industrial sector D. It is the largest waste incinerator in the region. An average of 3300 tons of garbage is burned on a daily basis here accounting for nearly 25% of regions garbage production. Nearby residents have taken to calling it "The Nasty" for the obvious reasons. The plant is municipally owned but privately operated. Phases one & two were completed in 1973 & 74, each of which can burn up to 550 tons of trash a day with a nameplate capacity of 124MW combined. Phases three was completed in 1988 adding 2200 tones of garbage burning capacity and 248MW of power prodcution. Trash is routed by trucks directly into the large white building which contains a large internal storage area. Phase 3 has a single 480ft/146m tall multi flue smokestack which is in compliance with the federal pollution standards. Phases 1 & 2 receive trash mostly by train of a small spur that branches from GWR's Almera sub. The two units have four 266ft/81m tall stacks which are not in complacence with federal pollution standards. More advance pollution controls and/or taller stacks are required to comply with these regulation. Advance pollution controls are of course preferable since they actually reduce harmful emissions, but taller stacks are acceptable as they deposit pollution further up wind (into either the nearby mountain ranges or the Medina ocean) and away from populated areas. Because this is considered a vital government owned facility(landfills are banned in the region) it has been granted a waiver to continue operating, though only for a limited amount of hours per year - 2,200. This wavier has a term of 5 years with the expectation that more advanced controls will be installed at the end of the term. The current waiver has been extended twice already... Inside The Nasty The maximum power production of the plant at full burn is 372 MW which is routed through the Hardack hydro corridor to central Pretoria. Below is the interconnection to the grid. You'll notice Elemental Research's 'T2' laboratory was recently built next to the incinerator. This land was previously used as a landfill before phase 3 was built. 8 - Dresden Generating Station Also previously covered, extensively I might add in entry's 22 and 23. I have made a few minor improvements since then though. The circuit breakers through which power is routing from Dresden GS's switch yard onto the Hardack hydro corridor has been upgraded. A recent study indicated that the electrical grid, specifically the main transformers located in the switch yard at Dresden GS, were highly vulnerable to damage from EMP's. Any interruption to this line would leave 1.2 million people, or about half the population of Pretoria without power for an extended period of time. Needless to say would be quite devastating. Unlike in the real world() measures were immediately taken to upgrade the system with a new advanced circuit breaker and disconnected seen below Water textures defects previously seen have been corrected and other textures i.e. parking have been updated. Here's a couple of updated overhead shots of the facility as it stands today. As usual here's a couple of mosaic shots to close out the entry. That's it for the infrastructure. Dresden truly is the work horse of the region.
  12. Oosterzele Recyling Centre

    Version 1.0.0


    A recreation of an European-style recycling centre located in Oosterzele, Belgium. It sat on my hard drive for too long, so I'm releasing it now. The goal of these refuse stations is that citizens bring in their large garbage (chairs, old tables, couches, woodwork, used bicycles, hedge trimmings, grass leftovers, etc.) to the collection centre and put it in the desired containers. Their cars are weighed upon enter and exit of the centre, and they pay for the weight they dropped of. It functions as a recycling centre in game, offering 5 R-$ jobs, removing garbage for a slight water and air pollution cost. Dependencies (or use the LEX Dependency Tracker: Click here) BSC MEGA Props - JES Vol01.dat BSC Mega Props - JES Vol04.dat OrangeTSC MegaProp V.01.dat BSC MEGA Props CAL Vol01.dat BSC Mega Props jestarr Vol02.dat SFBT_Baustellen_Props.dat (SFBT Essentials) SFBT_stephenhh_Props.dat (SFBT Essentials) BSCBATProps - JES Vol20.dat (=> BSC MEGA Props JES Vol 09) BSC Mega Props - JES Vol05.dat BSC MEGA Props - SG Vol 01.dat BSC MEGA Props - CP Vol01.dat BSC MEGA Props - Misc Vol02.dat
  13. Hi there after purchasing simcity today i am a little lost at how to add garbage trucks ?
  14. The garbage overlay has a helpful bar showing your garbage generation vs incineration rate. I have observed that you can be in the red in terms of capacity, with no garbage problems. In short there was something funny going on with incinerators and they work better than they "should". This screenshot reveals plainly enough what is going on: This incinerator's stores are full, at 400000/400000, it has 19 trucks out, a truck is just about to enter with a 100% load, what happens to the 20,000 garbage on the truck? With no room to store it, the garbage simply disappears along with the truck. In fact during the course of capturing this screenshot I would estimate the incinerator was "disappearing" garbage at a much higher rate than it was burning it, probably about 15 whole truck loads were simply disappeared. In a large city incinerators go through a cycle. While below about 350,000 they send out trucks nearly non-stop, as long as they determine (somehow) that there is garbage to pick up and that they are the facility to pick up that garbage. Eventually the trucks start coming back and bringing in garbage at a far faster rate than it can be burned, at that point the facility will quickly fill its stores to 400,000 and cease sending out new trucks. The facility will be maintained at near 400,000 until nearly all the trucks have come back in, during this time the majority of garbage will be disposed of by "annihilation". Eventually all the trucks will have come home, and only 1 or 2 trucks will be in use. At this point, the incinerator will burn its stores down below about 350,000, and the cycle will repeat, with the trucks in use increasing to 27 again. Hence incinerators cycle between 1 and 27 trucks in use and between 300,000 and 400,000 stored garbage, primarily burning garbage while the truck in use count is increasing, and primarily annihilating garbage while the truck in use count is decreasing. The strategic ramifications of this is that incinerators are capable of eliminating significantly more than 48000 garbage per week (probably 25%-50% more) and incinerators eliminate garbage much more effectively when the city is slightly understocked with incinerators, motivating them to send out their full compliment of 27 trucks. Also in the the above screenshot, the two incinerators actually have synchronized cycles, when one incinerator is at minimum truck, the other one is at maximum trucks, it's probably not a coincidence, as both incinerators probably feel responsible for the same area of the city and when one incinerator is unable to collect garbage due to full stores, that extra motivates the other one to send out all its trucks. Note: Landfill trucks do not annihilate garbage. When a landfill is set to "empty", the trucks will drive to an incinerator, once there, they will unload as much as the incinerator can store and drive on to another incinerator if necessary. An incinerator can only disappear the garbage on it's own trucks. Landfills are nearly entirely incapable of exploiting this trick.
  15. Garbageville

    When the population was at 24-30,000 I had 6 recycling centers and 2 Waste Tech Plants, which kept my landfills bare. Garbage was not a problem. The population gets to around 37,000 and all of a sudden garbage shows up everywhere and the landfill is filling up like crazy. I wanted to see if plopping more garbage maintenance facilities would solve the problem, so I used a money cheat to get the funds to build a bunch of them, just to see what would happen. I even zoned for more landfill. Nothing changed, and the newly zoned landfill space filled with garbage quicker than the old. In total I have: 17 Garbage Disposal Shoots 10 Waste Tech Plants 4 Plasma Gasification Plants 16 Recycling Centers Here's what the Ministry of Garbage tells me. I queried some of my industrial buildings and if I’m reading the information correctly, the amount of garbage they are producing seems outrages. I wish I had taken a picture of the garbage graph to see when this started, but I don’t think that would even give me a clue, because I haven’t plopped anything special in this city that I haven’t plopped in another city. And the buildings with a query pictures have grown in other cities without producing this amount of garbage.
  16. As the title says, I just do not understand how garbage works. I have a city of about 22,000. No mods. About 10 landfills. Probably 20 incinerators. And the people are still screaming at me about too much trash around. I am constantly building new landfills and incinerators, but that only placates the citizenry for a short while before the trash slowly starts piling up again. I would not at all mind a no trash mod, if someone has made one. I never liked dealing with it in SC4 and I don't much care for it here either.
  17. Cheat: Garbage (Single Player Only)

    Version 1.0


    The garbage cheat is comprehensive and requires both the base game and EP1 (Cities of Tomorrow). You may experience issues if you have also installed other mods that affect any aspect of garbage, including the garbage trucks, atomizer and incinerator. All of the cheats reduce resource requirements while greatly increasing desired output. Usable only in single player mode. The package file modifies the following instances, and for that reason, may prove incompatible with other mods that do the same: Modified instances: (see screenshot for SimCityPak). Garbage Dump Garbage Atomizer Garbage Truck Garage Garbage Incinerator Garbage Truck Dump Zone What this mod does: Number of workers required to start operating set to 1. Jobs tweaked slightly upward in some cases. No plop or maintenance cost. Power and water requirements for all parts of the garbage dump greatly reduced. Garbage capacity increased to approximately 6,000 tons (5.9k) per garbage dump zone (lists as 600). Atomizer controlnet requirement reduced to 1 with a capacity of 900 tons per hour. Incinerator capacity increased to 900 tons per hour. Air pollution still lists as high but actually isn't. Dump truck capacity increased to 50 tons. Unaffected: Garbage dump roads To use: Place all files in SimCity\SimCityUserData\Packages. If you already have the script files, you don't need to put them in there again, just the included package file. If you start a new region, what I find I must do is start the region, save it, quit the game, and then re-start for any mods to work the first time, even other people's mods that I've downloaded here. If you use this file, delete and replop any existing garbage dumps. Same holds true if you remove the file.
  18. Garbage Dump

    Version 1.0


    Hello all! Garbage Dump Inscrease Info: Inscrease / Cost / Maintenance / Capacity 70T to 700T for Dump Zone 4000 to 6000 (Cost) 300 to 500 (Maintenance) Module All in 10 How to Install : 1 : Origin Game / SimCity / SimCityUserData / Packages 2: Make Sure have SimCity-Scripts_287520926.Packages , with SimCityDLCEP1-Scripts_287520926.Packages If u got any problem or bug pm me Thanks
  19. In one of my cities, I currently have 28 units of garbage, and have had that for several years now. I've tried everything to get rid of it - building more incinerators, recycling centers, landfill, exporting it, etc. I've even tried demolishing all of my incinerators, letting the garbage go up into the thousands, and then rebuilding them - it comes down to 28 again. Is there any way to fix this?
  20. Version 1.1


    Hey all What this distribution mod does: - Allows you to plop garbage garages anywhere in your city (still as modules) - Allows you to plop up to twenty of them NOTE: This mod is NOT a cheat. It is a trick to be used for the efficient distribution of garbage collection vehicles in your cities for the ultimate garbage collection. Here's the video: How to install: - Install the 000_OFFLINE_CAPTON_citywidegarbagedistribution.package file into your SimCityData folder. - Install the other two files into your SimCityUserData/Packages folder. Enjoy the mod! More are coming!
  21. Version 1.1


    NOTE: IF YOU WANT TO DOWNLOAD THE NEW VERSION OF THIS MOD, PLEASE MAKE SURE YOU GET RID OF THE PREVIOUS VERSION THAT YOU DOWNLOADED. OTHERWISE, THE MOD WILL NOT WORK. Hello all I really need to get my priorities in order. I've been trying to update previous mods as well as come up with new ones, but I'm having trouble I hope you all understand. I have done the same thing I did for the garbage incinerator for this mod, although it's for the garbage atomizer. This mod is compatible with my Plop Modules Farther Away Mod. This means that you can now plop the garbage atomizer very far away NOTE: THIS MOD ONLY WORKS FOR PEOPLE WHO HAVE CITIES OF TOMORROW. How to install: 1. Unzip the file after downloading. 2. Copy and paste the .package file into C:\Program Files (x86)\Origin Games/SimCity/SimCityData. Enjoy! More mods are coming!
  22. Version 1.1


    Hey everyone What this mod pack does: - Increases the module count of the garbage dumps, garbage incinerators, and garbage truck garages to 20 for each of them - Increases total job capacity from 13 to 23 This mod pack MAY be updated I am not entirely sure yet. NOTE: This mod pack is not compatible with any other garbage mods that alter things such as module counts, costs, etc. How to install: 1. Unzip the file after downloading. 2. Place all files in zip file into your SimCityUserData/Packages folder. If you are installing the new version, and you have the older version in your Packages folder, make sure you delete the files that came in the older version. Otherwise, the mods will not work. Enjoy! More mods are coming!
  23. Version 1.0


    Hello all a new mod for you. I found it quite annoying to not be able to plop all my incinerators due to lack of space because they had to be attached to the garbage dump. So I decided that they should be able to be plopped on the road. And now they can! This allows for more space to plop ALL of your incinerators. How to install: 1. Unzip the file after downloading. 2. Copy and paste the .package file into C:\Program Files (x86)\Origin Games/SimCity/SimCityData. Enjoy! More mods are coming!
  24. Lifelike Landfills MMP

    Version 1.0


    *** NOTICE: Lifelike Landfills by FANTA1990 received a major update almost immediately following release. New to version 5.0 is actual garbage processing functionality! Revisit the upload for a complete list of enhancements. *** FANTA1990 Presents: The current selection of custom waste management facilities provides substantial flexibility when deciding where and how to process garbage. On the other hand, there's much less room for customizing the waste itself. In response, this mod introduces a set of Mayor Mode Ploppables (MMP) for fine tuning the look and feel of Fanta's Lifelike Landfills or any other sloppy scenery. The skillful interpretation of rubbish heaps featured in the PEG CDK3 Garbage Docks proved remarkably congruent with Fanta's new landfill texture. So the foul smelling flora was transferred to a new icon in the Mayor Mode menu containing eight rotating sizes of the putrid piles. For maximum effect, built-in garbage props were also assembled into four additional icons for a grand total of five new icons with 29 prop cycles. Perhaps these tools will encourage a shift in the collective mentality to coping with waste instead of making it disappear. Required: PEG-CDK3_Trash Pile MMP.dat - (Included) Inserts 1 new icon for plopping custom garbage piles in Mayor Mode --> Landscape Tools --> Plant Flora Dependencies: PEG-CDK3_GarbageDock_RESOURCE.dat - PEG CDK3 Garbage Docks Optional: Garbage MMP.dat - (Included) Inserts 4 new icons for plopping Maxis garbage props in Mayor Mode --> Landscape Tools --> Plant Flora *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken great lengths to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. A login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow.
  25. Lifelike Landfills

    Version 5.0


    FANTA1990 Presents: When it comes to waste management in the game, landfills are probably the least popular option. After all, they exude pollution in every direction, occupy valuable grid space, and are woefully uninteresting to look at. The default tool just doesn't offer much room for originality other than size and shape of the zone. Nothing can make a huge heap of steaming refuse pretty, but now thanks to Fanta, it no longer has to be boring. This mod empowers you to assemble an extensive set of self-orienting puzzle pieces in endless combinations to form a lifelike plot of ordered filth. To be clear, all of the tiles except for one are purely cosmetic and pollution free. New with version 5.0 is a 1x1 puzzle piece that depicts an ordinary bulldozer with a very special function. Each tile plopped mimics the behavior of a small incinerator in respect to garbage reduced and pollution emitted. When plopped strategically throughout a landfill, they endow it with function in addition to form (Go ahead and eat your cake...) Review the change log for a complete list of enhancements. As before, combine them with other garbage consumption mods to achieve a captivating waste management solution totally unique to your city (A clever example using the PEG Garbage Chute is illustrated). Historically, landfills are the most common form of garbage disposal worldwide. So, it's not unreasonable to expect at least one such dump site in every region. Required: Landfill Plop V5.dat - Inserts several new icons for plopping landfill puzzle pieces in Mayor Mode --> Utilities Tools --> Build Sanitation Systems. Optional: SimPEG Plop Orientation Tool (SPOT) - Facilitates alignment of puzzle pieces using a visual queue in the lot preview. *** For the latest updates and other spectacular creations by Fanta Soda, visit his homepage on SimCity China at the following URL: http://www.SimCity.cn/thread-99303-1-1.html Fanta has taken great lengths to make his site accessible to English speaking users. However, I encourage you to exploit the automatic translation features available in browsers such as Chrome and Firefox, or one of many Add-ons for Internet Explorer. Mandatory registration will unlock Fanta's downloads and all other custom content on SimCity China. A login prompt and two verification screens may seem excessive, but are well worth it. Since Fanta spends considerable time manufacturing custom mods, he specifically requested my assistance publishing his work to the mainstream English speaking audience. All credit and responsibility for this download lies solely with Fanta Soda. He will personally read and perhaps respond to any praise, feedback, criticism, or suggestions to this post. More impressive works from FANTA1990 will follow.

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