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Showing results for tags 'parking lot'.
Found 11 results
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Version 1.1
1,613 Downloads
Electric Car Recharge Bay, by Mattb325. --------------------------------------- This Electric Car Recharge Bay is designed to replicate the real-world set up of electric car recharge stations. In game it acts as a 4x1 parking lot. It is lotted with seasonal trees and is network enabled. As you can see from the pictures, placing them side-by-side along a roadway can really change the look and feel of individual roads, to help convey that all important 'sense of place' that is otherwise very difficult to achieve in SC4. It uses the parking lot as the basis for its modding, with additional features. In game, parking lots should be placed near mass-transit stops to get the best results (Sims drive their car to the parking lot and switch to bus, rail, etc for the remainder of their journey). These lots can be used away from mass transit stations, but they will never reach capacity if used in such a way....that's how the game works. Additionally, you can plop buildings with jobs or zone commercial areas alongside the electric car recharge stations and they won't abandon: please note, however, you should provide another network connection if you want sims to actually use the buildings. You can see an example of this in action in the 7th picture where I have connected a commercial building via pedmall pieces. As an added bonus, these Electric Car Recharge Banks will provide a commercial boost to surrounding areas: after all, the Sims will want to buy a coffee or spend money while waiting for their cars to recharge. These electric car recharge banks also make great median fillers in between on-way roads, etc. It is found in the Miscellaneous Transit Menu (about 2/3rds the way down). --------------------------------------- STATS ELECTRIC CAR RECHARGE BAY: Lot size : 4x1 Bulldoze Cost: § 0 Plop Cost: § 0 Capacity: 4,000 vehicles Jobs: CS§ 2 Landmark Effect: +80 over 20 Pollution: 1 (Air)/ 1 (Water)/ 2 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 8 Mwh Water Consumed: 0 Gal/Month Monthly Cost: § 10 Occupant Group: Transportation, Misc Transit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: There are two model files in this download. You must select the appropriate file from the download. The file suffixed with 'DN' is for those users with a night-time darkening mod installed. The file suffixed with 'MN' is for users who do not have any such mods installed. 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: SC4D LEX Legacy - BSC Common Dependencies Pack v9b (and above) BSC MEGA Props CP Vol01 SHK Parking Pack KOSC - SP (SuperSHK Parking) MEGA Textures Vol1 --------------------------------------- INSTALLATION: Copy/Extract the BSC parent folder into your plugins. If you extracted the ~Documents folder into you plugins too, it's highly recommended to keep it, but move it out of the Plugins folder. Thanks, and enjoy!- 1 Comment
- 11 Reviews
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- 34
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- electric car
- modern
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I have a couple of questions: I built a golf course for my sims. For the holes and filler in between the holes I used the NHP FLOG golf course pac (I can't remember what "NHP" stands for, but that is the name of the appropriate subdorectories in my plugins file, I also can't remember if I got it here or on SC4devotion). For the clubhouse, I had already used the clubouse that came with the "NHP" set , that was a reward, so I could not use a 2nd one. I suppose I could have used a 2nd one if I used the "you don't deserve it cheat," but I decided to do a slightly different thing. I used Faneul hall for the clubhouse and surrounded it with the sandstone from the pedmall menu as the parking lot (sandstone was about the best I could find in looking like a parking lot). Here is a picture: My question is that once I swear I found a starter? piece (or puzzle? piece, I am not certain about the proper terminology) for parking lots. Is there such a thing in the NAM or somewhere. My second question is about the driving challenges. I tried one once, and just kept running into the buildings trying to steer the car with the keys provided to steer the cars. Perhaps if I could remap the keys to use the arrow keys I might try it again, but I could not figure out if there was any way to do that, though as far as I could tell there was not. I do not have a joy stick or game controller, so I am not certain even if something like that would work, but if it did I might see about getting a jostick or game controller and trying that. In the meantime I just ignore the driving challenges. I was wondering if other people do the driving challenges to get the rewards associated with them or if most people just ignore them like I do. Brian Christiansen
- 4 Replies
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- parking lot
- parking
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Version 1.0
477 Downloads
This Abandoned Parking Lot was made by Paeng and originally was uploaded onto the PLEX (or appeared there as a forum attachment)and hasn't been available according to my best knowledge. I made this readme to collect all the dependencies into one place for easier access with updated links. Please note with the permission of the Simtropolis Staff Members (Cori & Cyclone Boom) and Catty-CB, this file has been uploaded on behalf of Paeng. It was not available anymore due to the unfortunate demise of SimPeg. All the works in this download were created by Paeng. Installation: Unzip the whole bundle, or COPY the "Paeng" folder from the *.zip into your plugin folder. You don't need to keep the "Documentation" folder. To uninstall, bulldoze any instance of this lot in your city, then remove the file(s) from your Plugins. LIST OF ITEMS: * 1 6x3 Abandoned Parking Lot lot Dependencies: BSC MEGA Props - SG Vol 01 PEG MTP SUPER PACK There is a very limited support for these files since the original creator is no longer an active developer and the original SIMPeg site is no longer available as well. You can ask for support in the PLEX Support Topic at Simtropolis. Have fun and enjoy! - Tyberius06- 1 Comment
- 1 Review
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- 7
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- paeng
- parking lot
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- 4
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- parking lot
- maxis cars
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- 5 Comments
- 1 Review
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- 5
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- parking lot
- parking
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Version 2.3
5,478 Downloads
Doc's Mass Transit Mod v2.3: This mod adds 15 new stations and 3 new garages that act as companion stations for the Maxis defaults. No longer do you need to have a station on every corner; this mod lets you bulldoze & scale up capacity as needed, while paying appropriately. This also adds some improvement to mass transit flow and congestion by adjusting the game's default TSEC values to more appropriate values for all Maxis station types. Last but not least, some very important value changes for the freight station, grand rail station, and subway-elevated transition. As of v2.3: All bugs have been fixed and everything tested thoroughly in all situations. All building values scale upward properly with station size, keeping everything uniform and in balance. As such: the cost to plop and operate these stations rises perfectly in relation to the game default cost:capacity ratio. The jobs provided by these stations rises accordingly with capacity, since it takes more workers to handle more passengers and equipment. Fixed in v2.3, pollution and the consumption of power/water also increases correctly for ALL new stations. Increasing costs maintains realism and the original intended game difficulty. The huge capacities that are accommodated by the new buildings are best taken advantage of while having a high capacity traffic simulator installed. Such as the "ultra" capacity traffic simulator you can install with the NAM (Network Add-On Mod). These new ploppables also make a good foundation to re-lot as you see fit. The tiny cylinder 'building' containing the lot properties is easily hidden by ANY props; making it very easy to work with. Thank you for considering this for your city! (The new stations can be found directly below their Maxis counterparts in the menus) Installation: Full - Simply run the installer and the files will automatically be placed in your plugins folder, ready to use in game. If you have my previous versions 2.0, 2.1, or 2.2, you should uninstall them first! Refer to info about a conflict with a NAM v31+ file (v30 and earlier unaffected). Partial - Run the installer & then remove the subfolder/s named after the addition/s you don't want (i.e. "Garages") from the '...user\Documents\SimCity 4\Plugins' folder. Uninstall: Bulldoze all of the mass transit stations and garages that have been built since install of this pack. Then delete or remove "z___Doc's MTM 2.3" folder from the '...user\Documents\SimCity 4\Plugins' folder. Replace stations in game AFTER DMTM removal. Any stations left behind and/or not replaced may retain their modified values or function/appear incorrectly. Dependencies: (required for stations to appear correctly in game) Conflict: Regarding NAM v31+ (NAMv30 and earlier unaffected): The file "Maxis Stations, Tollbooths, and Transitions.dat" file will superseded by my "all_stations_fix.dat", and it's adjustments to the default Maxis stations will be negated. My file simply loads last overriding the NAM file; just as files in the plugins folder override the game defaults by loading after them. This will not cause errors with the NAM's extra networks in any way. That file is similar to my .dat except it also increases the capacities of the default Maxis stations. It is simply taking a different approach to increasing the capacity of the Maxis stations. You do not need that file for the NAM's networks or any other add-ons to function, and I am including it's TSEC adjustments in my own file. In NAMv31+ the original Maxis station capacities are increased by that file to accommodate higher capacity networks as a one size fits all solution (i.e. default bus stop = 17,000 passengers). It also adds this capacity without making you pay extra for it in simoleons, power/water consumption, or pollution. The extra capacity also doesn't add the logical jobs that would be required to handle more passengers. I think its better to use an appropriately sized station for a situation to keep all of these game mechanics in place for difficulty and realism. I prefer scaling up capacity if/when needed starting at the Maxis default capacities. That way you keep other game mechanics in place for transit stations. I feel that costs, jobs provided, pollution created, power/water consumed should all scale up with capacity based on the original Maxis defaults. To scale up from the default capacities as I intend I had to override the aforementioned NAM file. I don't recommend installing the other NAM stations either; they all increase capacity without costs or added jobs. This is your preference of course. With all of that being said: If you want to use my mod and NAMv31+: you do not have to do anything special. My mod installs to a directory that will load after the NAM thus avoiding conflict. The 'z___' prefix I add to my install folder allows you to use my mod as intended and leave the NAM untouched upon my mods removal. In fact some features of that file remain in tact while using my mod, like the adjustments to ferry stations and toll booths. I am just making you aware of this small effect my mod will have. If you want to use my mod then this is a change you want in place while using it. Uninstalling my mod allows the NAM's file to take full affect again, no user interaction is needed for that. My stations alone will work just fine with or without either of these .dat files; these .dats refer to the other tweaks. Improvements and additions: NOTES: This package uses a single .SC4Model file for all stations named docs_mtm_2.3.SC4Model. It is a small cylinder that is actually hidden by props on the lots. This model is included in this download, you do not need to locate and download it separately. Also required to be in your \SimCity 4\Plugins folder are bldgprop_vol1.dat and bldgprop_vol2.dat. These are the official maxis building prop packs that were companions for the maxis lot editor. You may have copies of these in your plugins folder already. If you do not have these files then you will need to find them. They are available on fan sites. Places to get them include @sc4devotion.com following THIS LINK, or @citybuilders.co.nz following THIS LINK. I was informed I am not allowed to distribute these files myself or they would be included. "Large", "Super Large", and "Ultra Large" capacity mass transit stations added to all mass transit types. New station capacities are as follows: *2 More appropriate "TSEC" (Transit Switch Entry Cost) times added to all Maxis mass transit stations (helps prevent "shortcutting"). This TSEC will also match my new stations. TSEC is a small but important change. *1 Doubled the capacity of the Maxis freight station to 4,000, raising other values accordingly with no added costs. Added a correction allowing freight station to turn freight trains back into freight trucks 'if needed' for seaports or dead-end rail. *1 Increased the capacity of the "Grand Rail Station" to 100,000; raising other values accordingly with no added costs. Increased capacity of the "subway-to-elevated transition" to 100,000. This eliminates the congestion bottleneck that would occur at these transitions that could completely shut down a connected subway/elevated network. Fixed Maxis garages to reflect their actual capacity when queried. *1. Please refer to the included "all_stations_fix_readme.txt" for more details. *2. The larger subway stations can attach themselves to the tunnels on any of the 3 tiles they occupy. The tunnel can run under all 3 tiles and I have not noticed any ill effects. Known Issues: In underground traffic view (aka-while laying subways or while plopping 'subway' stations): the ADD-ON station buildings do not appear the same as the default maxis stations do. The new lots remain easily found and visible while in underground traffic view; they just don't appear correctly. Click query information works normal. In all cases my stations work properly. You don't spend much time in this view so this is minor and to be fixed in the future. Future additions: Refinements to lots visually. Custom B.A.T. created buildings to replace props. (potentially) Notice: This mod assumes that you are playing either "SimCity4 Rush Hour" or "SimCity4 Deluxe Edition". Use on the vanilla version of "SimCity4" if you wish but I do not know if you can or what will happen. I do not guarantee that this will not interfere with other plug-ins but it shouldn't. If you notice problems with anything after install, simply remove it. If your game is broken because of something you did while working with this content, you accept responsibility and release me from any and all liability. This is just a simple mod for your plugin folder made with the standard tools, I don't foresee any issues.- 25 Comments
- 50 Reviews
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- 1
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- bus stop
- subway station
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Version 1.0
6,241 Downloads
This Parking lot is featuring the works of Xiahou Dun and his new parking lot textures and props... BLaM is proud to present to you the Airport Parking Lot where your Sims can park and fly to their favorite destinations. Dependencies: LBT Prop Pack 3 BSC BAT Props D66 Vol 10 XD's Parking Lot Prop Starter Kit XD's Parking Lot Textures BLaM Airport Parking Lot Ploppable version: Enjoy this brand new parking lot for the airports inspired by XD's new parking textures and parking lot props. Lot Size: 8 x 4 tiles Menu Position: Building: Transportation, Misc Transit Jobs: Jobs: R$ = 95, R$$ = 5, R$$$ = 0 Plop Cost: $500 Bulldoze Cost: $100 Monthly Cost: $5 Park Effect: None Landmark Effect: None Max. Fire Stage: 10 Power Consumption: 30 MWh/month Installation: Simply unzip and place it into your Plugins folder. Suggested Path: \Documents\SimCity 4\Plugins\BLaM\Patfirefghtr -Cori Edit: Fixed the overflow formatting, but really needs to be rebuilt from the readme as well as research the Park and Landmark effects (if any). -CB Edit: Based on Cori's above noted edit solving the underlying problem, I've applied custom formatting incorporating the readme data (including deps). Then checked in Reader and LEProp to identify there are zero Park and Landmark effects set.- 20 Comments
- 15 Reviews
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- 1
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- parking lot
- airport
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Version 1.0
13,379 Downloads
This lot is similar to the CDK-OWW2 1x Plaza except that it is transit enabled to provide a driveway access to the parking area... and of course, it is a parking lot instead of a plaza. In all other aspects the lot is a park with properties identical to the 1x Plaza lot. The new CDK-OWW2 has been completely overhauled to match the new CDK Marina style of lots. These lots can be used to expand and add variety to your CDK Marina complexes... or used on their own to create attractive seawall boardwalks along your coastlines. Like the Marina lots, the CDK-OWW2 lots are 3 tiles deep... andalso have the upper dock/boardwalk and the rear parking areas that align in a modular fashion. In fact, the only differences between the two styles is that Marina lots have the lower floating docks... and higher recreational properties. As the new CDK-OWW lots are 3 tiles deep, they will not directly replace the older OWW style lots which were only 2 tiles deep. Players can choose to use both old & new versions... or uninstall the older version after replacing the older lots in their cities. For help creating the perfect terrain for CDK lots, we strongly recommend reading The Official CDK Tutorial. ** This lot requires the following dependencies PEG-CDKM Marina PEG-OWW2 Resource Pack 1 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
13,739 Downloads
This is the second of the four initial CDKM Marina complex lots. Visually, its a parking lot and it does function like a game-default Parking Garage lot... with a reduced monthly capacity. But its most important role is actually as a "spacer" lot. It is designed to add a 2 tile wide gap or channel between other Marina lots with extended floating docks. This ensures that there is sufficient room for the boats to get in and out of their slips... if they actually moved. Depending on what else is plopped around your Marina complex, you may or may not see any actual parking usage on this lot. If not, don't worry about it. We tossed it in for free and its not costing you anything beyond the basic lot maintenance. The lot provides the front portion of the floating docks to visually connect the Marina complex lots that should be plopped on either side. It also uses the same custom parking lot as the other Marina lots in order to form a continous & attractive parking area along the backside of the Marina. For help creating the perfect terrain for CDK lots, we strongly recommend reading The Official CDK Tutorial. ** This lot requires the following dependencies PEG-CDKM Marina 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
18,785 Downloads
Here is the final set in my garage trio, the 1x6 underground garage set. It is one model with three texture sets, red brick, brown brick, and blue stone. They are all transit enabled at both ends, and is designed to go in a commercial district. Here are the stats: Plop: $5000 Doze: $2000 Monthly: $25 Capacity: 12,000 Lot size: 1x6 Transit enabled at north and south ends Dependencies: NONE This model was actually the first, but took the longest to finish. I hope you enjoy my garage sets. Please check my bat thread, "Shmails steps up to bat again" for upcoming lots and models. Thanks, and enjoy! Mac Users The original lot does not work with the Mac version of the game. If you use a Mac, after installation, replace the original .SC4Lot file with the one contained within "Mac Fix.zip". Thanks to @Hernank for the fixed file(s). -
Version 1.0
1,033 Downloads
This is my very first lot, remade, so don't expect much. I always needed a small parking lot, 1x1, but never had one, so here's one I made. It's in the MISC. Transportation menu. Ploppabble. 1x1. Transit enabled. The lot is going to be scanned for dependencies. YOU DO NOT NEED TO REPLACE THE OLD VERSION IF YOU DON'T WANT TO! DEPENDENCIES: PEG_Overlay-Textures_Vol-1.dat zADC_ParkingLot-LP.dat CSXBatProps_Vol03.dat If there are any problems, please send me a private message. ENJOY! Please comment and rate.

