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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 10 results

  1. SM2 Marine Wind Power

    Version 1.0.0


    SM2 Marine Wind Power . You will find 2 lots in this pack 1) The Wind Turbine is to be plopped on water. 2) The buoy is to be plopped on water, from the Wind Turbine field to the shore. The buoy acts as a power transmission lot. It will light up at night if powered. Turn on your power grid and plop the buoys in a row. Watch the green power grid make the connection. Once satisfied, turn the power grid off. Each Wind Turbine will output 1800 units of power. By plopping a few of them you can enjoy unlimited green power!! I have created a specific Power Substation lot which can be found in my SM2 Power Pack. Plop it on shore for a seamless power grid. Questions? Please post them here http://sc4devotion.com/forums/index.php?topic=17211.0 Dependencies SM2 Prop Pack Vol4 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548 SM2 Wind Power - Enjoy Simmer2
  2. SM2 Wind Power

    Version 2.0.0


    SM2 Wind Power Clean energy for a bright future. Cost to plop 900 Power Output 1800 No base texture, just plop it and dress it with your choice of MMP. Can be plopped on very steep slopes. Custom foundation included. Run power pylons from this lot to the edge of town and enjoy your zero pollution electricity. No dependencies. Enjoy Simmer2
  3. Hello everyone, I want introduce my first file on STEX also the first SC3000.com file uploaded on the STEX. That's SimCity 3000 Fractal Terrain Generator. Originally, the file created by Roger W Dunn. The real functionality of the tool is unknown. So, if you've SimCity 3000 and want to generate a new terrain without the default, you can try this.
  4. Version 1.0.0


    Used to generate a terrain fractally as the title said. I don't know what's real functionality of the tool, though. This app was created by Roger W Dunn from SC3000.com (not city-builders.info). If don't work, please comment this file. Image © Wren Weburg. Thanks.
  5. SC4 Radical Water Pump and Pollution Reduction

    Version 1.3.0


    This lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the re-lot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. You must connect the water pipe to the water pump house which is in the top-right of the lot, the center connection is for the water treatment connection. Stats: Lot Size: 5 (width) by 6 (depth) Water Produced and Treated: 1,000,000 cubic meters per hour. Pollution Reduction: -1200 over 300 Plop Cost: 25,000§ Maintenance Cost: 10§ Jobs: 15§, 290§§, 15§§§ Moderate Landmark and Park Effect. Transit and Network Enabled Power Consumed: 200 MWh (megawatt hours) Dependency: Included base texture .dat file. Maxis Night-lighting FOLDER: Radical Water Pump and Pollution Reduction V1 File: List of Alternate Water Systems.txt File: Preview and Install.html File: Readme.txt SUB-FOLDER: Radical Water Pump and Pollution Reduction This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below: Base Textures Vol 1.1: Elements, for SC4 1.1.0 SUB-FOLDER: 500 MWh Power Generator 1x1 File: RadicalWaterPump_PowerGenerator.SC4Lot I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant. Previews: The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile. The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below: Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below: UtilityRadius TrafPollution Modd by @RalphaelNinja The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago. Lot Editor: Beginner's Tutorial by @jbbry232 INSTALL: To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above.
  6. Cosmic Neutrino Background Power Plant

    Version 1.2.0


    An application for post-nuclear technological civilization. 8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.) Dependencies: Base Textures Vol 1 Elements for metal base textures. NO DEPENDENCIES FOLDER: Cosmic Neutrino Power Plant There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs. Description: What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines. For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth. This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy. Dedicated in memory of March, 11, 2011. Install: To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
  7. SM2 Mobile Power Generator

    Version 1.0.0


    SM2 Mobile Power Generator. For all your sports events, outdoor entertainment and emergency needs. Lot is 1x2 with no base texture. Plop it and dress it. Power output = 1500 with little to no emissions. Enjoy Simmer2 PS. No dependencies!
  8. Version 1.0


    FANTA1990 Presents: Breath life into your skies and water ways with a series of lots built specifically to spawn a variety of marine vessels and one to give your resident dare devils an outlet for their dangerous appetites. 1x1_AirShowParkV2.dat - The crown gem of this package will thrill your sims with regular and sometimes disastrous air shows. Recreational Boat Gen.dat - Plop directly on water to swiftly generate wake with yachts and speed boats to stir up your seas. Cruise & Cargo Ship Gen.dat - Creates two menu icons, one for thumping cargo ships and another that will cause cruise ships to materialize. Fishing Boat Gen + Cargo.dat - Cleverly spawns commercial fishing vessels complete with smoke and seagulls using inconspicuous bouys to prevent surface distortions. The technique is tied to cargo ships, so they too will occasionally crop up amongst the others. Steam Boat Gen.dat - Will add a classical feel to your marine setting with the appearance of steam ships trailed by dirty plumes of smoke and steam. All of the above generators appear in the parks menu. The Maxis Air Force Base must exist in the plugins folder for proper operation of the Air Show Park and Steam Ship Generator. You can download it from the Dutch site below if necessary. SimCityKurier does not require registration and is a well established resource for SimCity 4 content. Dependencies: Plugin_007_AirForceBase.dat http://kurier.simcityplaza.de/details.php?file=1165 *** This mod was originally posted along with many other spectacular creations by Fanta Soda on his SimCity China homepage with 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 Fanta will follow.
  9. I also posted this @sc4devotion forum, but in order to get some more attention I decided also to post here. I am working on a generator for planes on taxiways. The idea for now is to use roads/streets as taxiway network. As long as the taxiway road stays isolated from any other lots/buildings I assume no other traffic will appear on them. Based on other generator examples (the eurotraffic generator and the ingame ambulance lua script) I have created a LUA script, a plane automata and a generator lot (see attachement). Unfortunately, there is a bug somewhere... If I use it in the game, no planes are generated, and I have noticed all other generators (e.g. eurotraffic) stop working. There may be a problem with the script, but perhaps also in the use of occupantgroup IDs. At this moment I don't have a clue... Please help Here is the script (also attached) --#-package:e8f83fb6# -- package signature -- dofile("_templates.lua") dofile("vehicles.lua") dofile("pedestrians.lua") automata_group.plane_taxiway = --TTT { _parent = automata_group.vehicle, group_id = "0x8A00", source_building = "0x8000", } -- create a generator that creates ambulance trucks at the edge of the lot. generator.plane_taxiway_generator = { automata = { "plane_taxiway" }, -- create ambulance trucks count = 29, rate = 29, -- ...X times per... rate_scale = RateScale.PER_HOUR, -- ...game minute max_count= 99, radius = { 2,14 }, follow_roads = true, behavior = { -- behavior is always expressed as a table of tables, since there can be more than 1 { state = BehaviorState.DEFAULT, timeout = 9999, final=true; }, }, follow_road = true, destroy_automata = false, } --------------------------------------------------------------------------------------- -- Finally, create a "school" occupant group with attached attractor & generator occupant_group.plane_taxiway_maker = ---- this is the building group name { group_id = "0x8000", -- this should be a GUID defined in ingred.ini's "occupant groups" value map - building group number controllers = { "plane_taxiway_generator", -- DO NOT change this string without also changing cSC4Vehicle.cpp! }, } -- keep this as the last line and uncomment it to check your work --~ verify_all_templates()
  10. Version


    The first lot in the upcoming LOG TOWN USA series is, appropriately enough, the very lot that will used to power it. Yes... its the classic generator in an old shipping container. Juice... in a box. This diesel powered generator lot is the same size and has identical properties to the game-wind turbine... except that it creates a very small amount of air pollution. A bit more rustic looking, its the type of creative, slapped-together power source you'd expect to see powering a remote logging camp or small isolated community. Cheap to build, cheap to run... and easy to maintain. Although decidedly designed for use with the MTP, this power plant can be used anywhere you need a small amount of cheap power for remote buildings and facilities. * The lot features a custom diesel engine throbbing background sound effect that you can hear when you cursor near the lot. I feel compelled to mention it here because its so subtle, you'd probably never notice it if I didn't. * The Logging Industry lots were designed for the MTP but have been engineered to have a minimal dependence on it. The goal is to allow players to use these lots in any non-urban setting/city without the need to move the required files in and out of the Plugins folder when switching between different city types or styles. These lotsand the MTP dependency files can remain in your Plugins folder without affecting non-MTP themed cities. ** This lot requires the following dependencies: MTP SUPER PACK MTP Logging Industry RESOURCE PEG Security Fencing Kit All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.

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