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Showing results for tags 'ind'.
Found 5 results
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At one point, this city was pretty well established but I started to heavily mess with the industrial zones, and now demand has completely collapsed. What is particularly irksome is that I-D and I-M demand are completely gone, yet present in adjacent cities. At this point, every city is completely devoid of zones and I am trying to just restart. I have tried disconnecting all the neighbor connections to this tile and still the demand stays looking like this. Any thoughts?
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I have had the IRM installed for a while and love it. However in seeking greater control, I have been trying to plop some buildings and am unable to find them in the building plop menu. For example, the IRM makes the maxis lots have much nicer areas. For example, eyler refining went from a 2x2 to a 3x3 lot with vehicles and other eye candy around it. The weird thing is, I get the 2x2 eyler refining growing, but cannot find it with the buildingplop command, there I can only find the 3x3. Both the 2x2 and the 3x3 grow in my cities. Another example is the simple 1x1 chemical tank. I can find the 1x2 and the 2x1 in the buildingplop list, but the 1x1 still grows in my city occasionally and I wish to plop that one. Is there something I can do to get access to the full list of lots that are growing via buildingplop? thanks,
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Version 1.0
7,036 Downloads
This PEG Utopia Series MOD changes the appearance of the Avenue Medians in Industrial areas of your cities. Just like the RES/COM Avenue Medians Mod, this Industrial version will provide a modern Utopian feel to your industrial areas. The mod was designed to enhance the PEG Utopia series of lots... but can be used by themselves in any city to give the shabby looking default avenues a sorely needed facelift. This mod only replaces the game-default props that are used on the straight sections of avenues. By default, the game does not put any center barrier props on diagonal or curved sections of the avenues... and neither does this mod. It does not change any textures so it can be safely used with any other avenue mod you may use. In contrast to the blue streetlights used in the RES/COM mod, this Industrial version uses the yellowish colored streetlights found in many real-world industrial areas. At zoom levels 3 & 4, this makes identifying the various zones of city much easier at night. Note: After installation, you will need to replop/drag the straight sections of your avenues in order to see the new avenue median props. Likewise, if the mod is uninstalled, you will need to replop/drag the avenues in cities where the mod was used. ** This file has no dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -
Version 1.0
14,028 Downloads
As vast as the oceans are, they still do not contain enough fish to sustain man's ever-expanding appetite. Commercial fish farms are the planet's best hope to feed its citizens while preventing the natural fish supply from being depleted. The age old profession of fisherman is being replaced by the equally as old profession of farmer. Although commonly referred to as "fish farms, they are technically fish ranches. Like cattle or sheep, fish are bred in captivity and harvested for food. And being grown in a controlled environment, they have no natural predators and are protected from diseases and pollutants that could reduce their numbers. The costs of maintaining the fish and farms is more than offset by the reduced cost of harvesting. No expensive fishing fleets to purchase and maintain. No excessive use of petrol fuels consumed while trolling the oceans in search of fish. No risk of losing boats and crews to storms and other nautical dangers. Plus... no freakin' Greenpeace rubber boats to "accidentally" run over. This lot is s standard CDK3 lot that is 4x6 tiles in size. The lot must be plopped out over the water... with either 2 or 3 rows of tiles on dry land. It provides Industrial Resource (farming) jobs in areas where that normally would not be possible. The lot is located in the Water Transportation menu along with the other CDK3 lots. The single lot file contains all required custom material so the lot can be used without installing the CDK3. ** This lot has no dependencies. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here. -
Version 1.1
14,569 Downloads
A wise warrior once said, "The best kill... is Overkill !!" And so... we continue the CDK ferry trend with this latest variation designed for the CDK Industrial style. This is a fully functional, new ferry terminal. It does not replace the original game ferry terminal and can freely be used with any other ferry terminal or landing. This new Ferry Landing is reduced in size... a mere 3 tile wide by 2 tiles deep to blend in better with other CDK-IND lots. This version also reverts back to a simple road connection that pulls double duty as both entrance and exit. All other properties and capacities are the same as the game's default car ferry. In contrast to the original terminal, the Ferry Landing is a CDK lot which does not protrude several tiles out into the water. As the water depth is generally shallower nearer the shore, care must be taken to ensure that the water depth is deep enough for the ferry to operate. If it is not, the ferry will not function. ( * see ReadMe file Developer's Notes for more details) ** Special thanks to BarbyW, Andreas, Blackbeard, ParadiseFarm, & Swamper77 for their assistance during the development of this project. ** Use of the CDK Leveler Tool is recommended for use with all CDK lots. The PEG CDK-IND Ferry Landing is designed for use with the PEG CDK Industrial style. However, it does not have any external dependencies and can be used stand-alone. All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.

