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City-building game(s)

Found 103 results

  1. Version 1.0.0

    70 Downloads

    Description: These lots are compatible with KOSC's SP Modular Parking Pack. This extension pack includes additional lots with new details and features to bring your parking lots to life, including: Solar panels EV chargers Shopping cart corrals Speed bumps Bollards and fence barriers Other small props, including trash and recycling bins, ticket pay machines, fire hydrants, information signs, and stray shopping carts. There are lots for type A, B, and C orthogonal parking. If there are other lots or props you would like to see supported, feel free to leave a comment or message me. To install: Unzip the folder and place the extracted files in your plugins folder. To uninstall: Remove the files from your plugins folder. Dependencies: Obviously SHK Parking Pack & KOSC's SP Modular Parking Base Set SM2 Mega Prop Pack Vol1 SM2 Mega Prop Pack Vol2 BSC MEGA Props DAE Vol01 (available from the BSC Common Dependencies Pack)
  2. The Parking Fines Ordinance gives the city a small but steady source of income from parking violators. Dedicated city employees, who meet minimal standards for penmanship and congeniality, patrol the streets and issue tickets to Sims who stop their cars without regard to safety factors, posted regulations, common courtesy, or civic pride. This ordinance tends to improve traffic flow in the city. However, most Sims don't like the measure, and receiving a parking ticket fuels the fire of Sims with latent anger issues.
  3. OWR-1 Parking

    Version 3.1

    256 Downloads

    OWR-1 Parking This mod allows you to have parking spaces on the side of the OWR-1 track. Depending on the type of zoning or wealth around the OWR-1, different vehicles or trees will appear. This mod is a simple conversion of the same option available in SENT, with textures compatible with those of NAM. Compatibility Incompatibility • STEX - Aka - SENT • STEX - 958517907 - Street trees for NWM OWR-1 Dependencies Obligatory • STEX - NAM Team - Network Addon Mod (NAM) Obligatory - T21 • STEX - Barroco Hispano - AGC - Automobile DLC • STEX - Barroco Hispano - AGC - Casual Sims DLC • STEX - Barroco Hispano - AGC - Environment DLC • STEX - Barroco Hispano - AGC - Industry, Energy & Telecom DLC • STEX - Barroco Hispano - AGC - Streets DLC • TSC - Citymax - Prop pack panneaux routiers • SC4E - Girafe - BSC VIP Girafe Flora Pack Version 4 • STEX - Girafe - BSC-VIP Girafe Urbanpack vol01 • STEX - VIP Team - BSC-VIP Girafe Carpack vol03 v2 • STEX - VIP Team - VIP Girafe-Vnaoned CarPack Vol01-Vol02 v2 Installation Installation To avoid compatibility problems as much as possible, the first thing to do is delete the OWR-1 Parking mod from your plugins folder if you have an older version. Be sure to keep your dependencies up to date. OWR-1 Parking installation requires Java Runtime Environment (JRE). If you're not using 64-bit Windows and need Java, the open-source Adoptium edition is recommended at https://adoptium.net/temurin/releases/, although the JRE and JDK can also be obtained in proprietary/commercial (but free) form from Oracle at https://www.java.com/fr/. The Java Development Kit, or JDK, also works, but it contains additional files that you don't need unless you're a Java developer. Loading order This mod must be read after the NAM, so that the textures of the OWR-1 car parks overwrite those of the NAM. Note Visit the SENT - Support & Development page for more information about the mod, to follow the latest news, ask questions, or for any other requests. Thanks to @rivit, this mod was his idea!
  4. Parking Lot System (PLS)

    Version 1a

    98 Downloads

    Description: This plugin contains some sets of modular parking lots that can be put together in many ways (your imagination is your limit) to create parking lots. Since there are already some modular systems with asphalt textures with white parking lines online, I created sets with gravel and dirt textures instead. Most of these lots allow cars to park on them; however, it is arguable whether this is so useful, since, as you may know, one cannot put several transit-enabled lots next to each other because traffic cannot travel between two lots. Currently, there is a total of three sets, sorted by texture: Gravel, dark dirt, and light dirt. For further information, please refer to the Readme in the download. Note: There's been a last-minute change which is not reflected in the screenshot. I had to use different car props due to some technical issues with some cars appearing only during the day, others only appearing during the night. However, they are mostly placed the same way it looks in the screenshot. Available languages: English, German Dependencies: 11241036 Textures Version 4 (Aug 20th, 2024) and above: https://community.simtropolis.com/files/file/33651-11241036-textures/ PEG MTP Super Pack: https://community.simtropolis.com/files/file/20966-peg-mtp-super-pack/ KSTeam S54 – Prop Pack Vol01: https://www.sc4evermore.com/index.php/downloads/download/234-ksteam-s54-prop-pack-vol01 SC4D LEX Legacy - BSC Common Dependencies Pack: https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack You only need the files containing the BSC-VIP Girafe Carpack vol01-vol02 v2 (Original) and the BSC-VIP Girafe Carpack vol03 v2. Seasonal Woods (2nd iteration) (you only need the file GSW_Dummy Props.dat): https://community.simtropolis.com/files/file/33889-seasonal-woods-2nd-iteration/ Optional but helpful: SPOT (for the yellow orientation blocks): https://community.simtropolis.com/files/file/24509-spot-simpeg-plop-orientation-tool/ Submenus DLL: https://community.simtropolis.com/files/file/36142-submenus-dll/ Installation: Step 1: Copy or move at least one of these files into your Plugins folder: PLS DirtDark.dat PLS DirtLight.dat PLS Gravel.dat There is one file per set of parking lots; decide yourself which ones you want to keep (you can keep all of them, they don’t override each other). Step 2: Copy only one of these two files into your Plugins folder: PLS Submenus_Parking.dat: This file will put the PLS into the Parking submenu that comes with the Submenus DLL mod PLS Submenus_MiscTransit.dat: This file will simply put the PLS into your Miscellaneous Transport menu. To uninstall, please remove all instances of these parking lots from your cities and then remove all PLS files from your Plugins folder. Submenu compatibility: This plugin has been optimized for usage with Memo’s Submenus DLL. This means that users that have downloaded and installed this mod will find all parking lots being placed into their own submenus. You will find a PLS submenu containing three lower submenus, each containing one texture set of parking lots. Depending on your choice (see step 2), the PLS submenu will be either in your Miscellaneous Transport menu, or in the Parking submenu. All other users will simply find these lots in the Miscellaneous Transport menu. The PLS submenu icon looks like this (not very creative, but it will have to do): Compatibility: This plugin is only compatible with SC4: Deluxe or SC4 with the Rush Hour Expansion pack installed.
  5. I cannot seem to find a mod that adds a bus stop with built in parking and nothing else. For example, the ninja kiosk is fantastic late game because it's a bus stop with parking as well as subway and passenger train. But they're very costly early game. So I'm looking for something that is a 1x1 or 1x2 bus stop that includes parking so that I can simply replace them with ninja kiosks later when it's time to bring in subway.
  6. Version 1.0.0

    684 Downloads

    The Park And Ride Traffic Simulator Plugins are modified versions of the NAM's latest and greatest Simulator Z 3.0 Traffic Simulator Plugins (last updated with NAM 45), with one key difference: the Car transit type has its "Travel type can reach destination" property set to "False". This means that Cars cannot directly reach their destination, thereby requiring Sims to use Parking Garages or Parking Lots, or use alternative forms of transportation, like mass transit or active transit (walking) to reach it instead. All NAM Park And Ride Traffic Simulator Plugins are labeled as "Simulator ZP" to distinguish them from the standard, non-Park And Ride Simulator Z files in the NAM. While this package can technically act as a standalone, we recommend using it with either the full Network Addon Mod or NAM Lite, to have a fuller SC4 transportation experience. IMPORTANT! Installing this Plugin but failing to provide parking or alternative forms of transportation may lead to significant changes in the behavior of existing cities, so one should either take care to retrofit those existing cities with the necessary infrastructure (parking lots and/or mass transit), or one should consider starting a new city/region. Further details on the operation of the standard edition of the NAM Traffic Simulator Plugins, including more information regarding capacity levels, network/transit type speeds, and other details can be found in the official feature guide at sc4nam.com. Compatibility and Installation (Short Version) The minimum requirements for running the NAM Park And Ride Traffic Simulator Plugins are as follows: A compatible retail copy of SimCity 4 Deluxe Edition OR SimCity 4 with the Rush Hour Expansion Pack Windows/Linux (via WINE): Any digital retail edition, or any disc copy updated to at least Version 1.1.638. macOS: Any recent digital edition of the Aspyr port for macOS (installation on the App Store version is more difficult, and the NAM Team is limited in our capacity to provide installation help to App Store users). The now-rare non-Deluxe/non-Rush Hour copies of SimCity 4 are not supported. Attempting to run the NAM Park And Ride Simulators on a non-Deluxe/non-Rush Hour copy of SimCity 4 will cause the game to immediately crash to desktop (CTD). A system with the following specs: Any system which can run SimCity 4, with 40MB available disk space. Java Runtime Environment (JRE), in order to run the installer. (The Java Development Kit, or JDK, will also work, but contains extra files not needed unless you're a Java developer.) Adoptium's open-source edition is recommended, though JRE and JDK can also be acquired in proprietary/commercial (but free to download) form from Oracle at https://www.java.com. Additional Requirement on Mac (optional for Windows/Linux): JDatPacker by memo. JDatPacker is a tool for consolidating folders of SimCity 4 plugins. This can speed up the game's performance, and on macOS, this helps alleviate issues with the Aspyr port's known "number of files limit", wherein exceeding a certain number of files/folders within the game's Plugins directory can cause the game to crash. To install NAM Park And Ride Traffic Simulator Plugins: Install the Java Runtime Environment (JRE) (if already installed, skip to Step 2). Run the NAM Park And Ride Traffic Simulator Plugins Installer (NetworkAddonMod_ParkAndRideSimulators_Setup_Version1.jar). Follow the installer's instructions, clicking on each tab on the top bar in order. Agree to the mod's terms on the initial "welcome" tab to proceed with the installation. select the options you would like to install under the "files" tab. Select the install location under the "location" tab. Unless you have set up an alternate location for your Plugins folder, or happen to be on the Mac App Store version of the game, this should Use the "setup" tab and run the "cleanup" feature to remove any conflicting Traffic Simulator Plugins (NAM or otherwise), such that the Park And Ride settings are applied in game. Finally, move to the "install" tab. Click the "Start installation" button to begin the installation process. When the installation is complete, the progress screen will display a message, "All selected components installed!". Close the installer, using the "X" button or, on macOS, the red circular button, in the upper right corner of the window. You're all done installing the mod. Load the game and enjoy the NAM! Manual Installation - Advanced Users who are unable or unwilling to install Java can perform a manual installation of the NAM, something which the new file architecture introduced in 2020 makes far more possible than the previous "Monolithic" releases. This method requires a file decompression tool capable of opening .jar files, such as 7-zip (Windows) or Keka (macOS). To begin, open NetworkAddonMod_ParkAndRideSimulators_Setup_Version1.jar using your file decompression tool. The Park And Ride Simulator contents are located in the "installation" subfolder. The current installer uses a series of character flags at the start of directory names, in order to instruct the installer how to order the options, whether they're mandatory or optional, etc. Numbers preceded by the at sign ("@"), i.e. "@1", "@2", etc., are merely being ordered with this flag. Any directory with the caret ("^") in front of the name (or behind a "@" ordering flag) is mandatory. Any options where the equal sign ("=") and the dash ("-") are present are mutually exclusive--only one should be installed (the "=" option is the default). Remove any existing Traffic Simulator Plugins from your Plugins folder first, then copy the desired capacity level (Classic, Low, Medium, High, or Ultra) into your Plugins folder. The cleanup.txt file in the root of the .jar file can provide you with a list of conflicting file names. DO NOT INSTALL MORE THAN ONE OPTION. A Note Regarding The Former Traffic Simulator Configuration Tool (TSCT) The NAM's Traffic Simulator Configuration Tool (TSCT), first introduced alongside NAM 31 in March 2013, was officially discontinued with the introduction of Simulator Z 3.0 in NAM 45, released in September 2022. Further research conducted on the traffic simulator by z resulted in discoveries that some of the simulator parameters that had been modifiable in the TSCT, such as network capacities, were far more sensitive than previously thought, and that use of the TSCT could significantly degrade simulator performance to unacceptable levels. The tool also required significant reprogramming, as a number of features with it did not work as intended, and there were also difficulties with being able to recompile it from the source code that was available. The settings modifications to create Park And Ride options do not degrade NAM simulator performance, and as such, this package exists to make up for the fact TSCT had been the easiest way for the average user to use the Park And Ride settings for the simulator. Previous efforts to include Park And Ride options in the NAM installer itself resulted in a number of users complaining after accidentally installing Park And Ride simulators, which led to their relegation to the "Park And Ride" checkbox in the TSCT. The only other simulator parameters that are safe to modify from the out-of-the-box NAM settings are the Monthly Fares per Sim per Tile and Monthly Costs per Network Tile properties. As the TSCT is officially discontinued, given that it modifies parameters that degrade the NAM's Traffic Simulator, no technical support will be provided to users who still utilize it. Other modifications to the NAM Traffic Simulator's settings performed with other tools besides the TSCT are also at the user's own risk, and the NAM Team cannot provide technical support, nor will the team assume any responsibility for any resultant issues. More details about decision to discontinue the TSCT, on a property-by-property basis, can be found in the Traffic Simulator Features Guide at sc4nam.com. Distribution and Old Versions The NAM Team only provides support and allows distribution of the most recent NAM version. The same is true of the NAM Park And Ride Traffic Simulator Plugins. Users wishing to hold onto old versions should back them up in their personal archives. Note again that no technical support will be provided for this, nor may any user or site redistribute any old versions. Network Addon Mod - Credits The following named members of the major SimCity 4 fansites and Discord servers have, for whatever particular reason, been specifically included here for their special contributions during the NAM's history. Very special thanks goes towards them in the making, supplying, &/or supporting of this mod &/or its contents possible in one way shape or another: z - Main Simulator Developer Lucario Boricua - additional major research mott - early research/initial Park And Ride concept jplumbley - early research the7trumpets - early research Tarkus - 2023 Park And Ride modifications and release engineering Ulisse Wolf - additional release engineering support Daeley - original Java installer design b22rian - Simulator Z testing pierreh - Simulator Z testing NAM Founders Redlotus the7trumpets Tropod NAM Team Lead Tarkus NAM Technology Evangelist Haljackey NAM Logo MadSim (original design) Ramona Brie (updated design) Special Thanks Webmaster & administration staff at Simtropolis, SC4Evermore, SC4Devotion, ModDB, and SimCityPlaza. All (other) members of original Simtropolis Modd Squad, especially the Modd Squad founders. And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after almost 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did and released 20 years ago. Here's to 20 more. ;-)
  7. I never understood in what way the capacity of functional parking lots affects the game. Can anyone explain that to me? Does the number of sims travelling there count as job? My Sims are using them but I can´t see them travelling any further, they just travel there and travel back home in the evening. I often use them nearby stadiums airports etc. Could it become a problem if they run over their capacities? After some fiddling withe different lots I like these very much but I realized that they show the MAC transit station capacity bug which means their capacities are <10 and they run vey quickly on + 1000´s %: I know how to fix this bug but as there are many different sizes (set A-D) I would like to avoid that fix if not necessary. Anyhow I´m interested in knowing about what´s going on with these capacities....
  8. Lock-up Garages Block

    Version 1.0.0

    384 Downloads

    As part of our good faith efforts to restore previously uploaded files to the STEX, we present this by GaryReggae. Lock-up Garages Block Do your Sims have nowhere to park near their homes? This is a common problem with flats and older homes. However, you need worry no more as plopping one or more of these garage blocks in your residential areas will provide your Sims with lock-up garages to store their cars (or useless bits of wood and other miscellaneous junk). NOTE: This does function as a parking lot but as the game assumes all Sims have car space on thier own lot anyway, this is only 'eye candy'. Stats: Building type: Parking lot (In Transportation - Misc menu) Jobs: None Lot size: 1x2 Plop cost: £$100 Monthly cost: £5 Power/Water/Garbage: All zero. This building is merely a shell. It has no power or water supply and produced no waste. Instructions: Unzip all files to My Documents/SimCity 4/Plugins Dependencies: Chav Pack by frogface, ill_tonkso and glenni: Staff Edit: Please note... The download zip file contains another zipped file. It must also be unzipped prior to being used in the game. Otherwise, the props will not appear on the lot. - CaptCity
  9. Mosaic Park

    Version 1.0.0

    101 Downloads

    Mosaic Park 4x4 medium wealth, anti-pollution: -15 over 5, power consumed: 60, park effect: 60 over 15 school EQ boost: 10, monthly cost: 80 transit capacity: 1000: automata: bus Props: Maxis (no dependencies) building props vol 1, 2 day of peace (UK, US, CA flags) Additional Parking 1x4 Mosaic Park additional parking medium wealth, anti-pollution: -5 over 10, power consumed: 40, park effect: 10 over 10 school EQ boost: 0, monthly cost: 60 transit capacity: 0, automata: taxi maker
  10. Version 1.0.0

    363 Downloads

    Break the grid! Cut corners! Want to jazz up some of your intersections? These lots are designed to overhang NAM slip lanes visually by expanding the paved surface into the road. Each orientation includes 4 recolors with different vehicles and a slightly lighter or darker texture. So there is some variety and less repetition, while still looking consistent. Download includes: 1x1 LEFT oriented landmark lot with neutral stats and overhanging prop (4 recolors) 1x1 RIGHT oriented landmark lot with neutral stats and overhanging prop (4 recolors) No dependencies, no lights
  11. Version 1.0.0

    454 Downloads

    What a mouthful! This is kind of a niche lot, but when it works it works so well. It visually complements parking lots on 3x wide paved tiles, adjacent to 2 separate slip lanes on different corners. I plan to do more of these for different sizes and corners as well so here is the proof of concept. I hope you enjoy these, they are something I don't know why I haven't made sooner! Download includes: 1x1 Landmark lot with neutral stats, and custom overhanging prop 2x1 Landmark lot with neutral stats, and custom overhanging prop No dependencies, no lights, nothing fancy Please enjoy!
  12. Version 1.0.0

    460 Downloads

    Break the grid! Break your entire government if you feel you need to! These are 1x1 parking lots, with modeled cars and concrete pavement texture, to adjoin ortho lots to adjacent fractionally angled networks. This download includes: 6x 1x1 landmark lots with overhanging FA3 props, both rotations (L+R) 4x 1x1 landmark lots with overhanging FA2 props, both rotations (L+R) No dependencies required. NAM required for fractionally angled network support. Have fun! EXTRA
  13. I've noticed that people use parking garages nowadays not only for Residential uses, but also for Commercial uses (afaik). It seems only fair to make parking garages in SimCity work the same. How exactly does the parking garage work for the residential in concerns of dat stats?
  14. Diagonal Parking Garage

    Version 1.1

    3,121 Downloads

    Diagonal Parking Garage, by Mattb325. --------------------------------------- This was made as a request and will also be used as a dependency for an upcoming airport project. The actual garage is inspired by a new parking garage in downtown Los Angeles (and I have previously released it as a standard ortho version). Most public parking garages are bland utilitarian affairs, but they needn't be. I really liked the metal mesh detailing with the leaf motifs along the facade: you can still see the cars behind it and the mesh gives a lightness and delicacy to the building that is quite unexpected from what is otherwise just a big pile of concrete. Being a public parking garage, this is best placed near a mass transit station to get the most use. The Sims drive their cars to the parking garage and then continue on their journey via rail, tram, bus or subway. That is how the game handles these sorts of stations if you wish to get maximum use from them and increase the efficiency of your mass transit network. It also provides civic jobs, so you can still place this in a dense downtown environment, but of course in that case, it will not be heavily used, but at just $ 20 per month to maintain, it is cheaper than placing a landmark. The cars you see on all the lower decks are just the Maxis cars extracted via the reader. But it is important to note that the cars I used on the upper deck were not modelled by me. They are some low-poly models that were shared with me many years ago via a team mate at the BSC. So if the cars on the upper deck look similar to other custom content cars that are available, that's because they are. :-) The building is offered as a 1x4 overhanging lot in the miscellaneous transit menu and offers 13 jobs. Because it is on the diagonal, I have also modelled a separate base plate to align with diagonal roads. It provides a capacity of 60,000 cars. --------------------------------------- STATS Parking Garage: Lot size : 1x4 Plop Cost: $ 1,350 Bulldoze Cost: $ 130 Demand Created: CS$ 74, CS$$ 8, CS$$$ 1 Pollution: 9 (Air)/ 5 (Water)/ 17 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 10 Mwh Water Consumed: 38 Gal/Month Capacity: 60,000 vehicles Monthly cost: $ 20 Occupant Group: Transport, Miscellaneous Transit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: 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: This lot requires no dependencies. ---------------------------------------- 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!
  15. Version 1.0.0

    380 Downloads

    This texture modification to the Parking Lot textures in the Street Addon Mod (SAM) allows for sidewalks to show up along medium/high density zones, along with dirt in agricultural and landfill zones. Installation instructions: Simply unzip the .dat file to your plugins folder. Ensure that it loads after the NAM; a good place to store this file would be in a folder called "Transport" or "Transportation" in your plugins (with the NAM installed to its default directory). Dependencies: Network Addon Mod with the SAM installed:
  16. FA3 1x1 Parking

    Version 1.0.0

    391 Downloads

    Another small parking lot with light grey pavement, geared for low wealth settings. This fills a wonky hole. 2 rotations included 1x1 no stats landmark, enjoy
  17. FA3 Parking 2x1

    Version 1.0.0

    408 Downloads

    This is a parking lot. Download includes versions with and without cars, and the mirrored rotations. 2x1 landmarks, no stats This lot uses a lighter texture to blend better with C$ and industrial settings.
  18. Version 1.1

    1,918 Downloads

    Underground Entrance, by Mattb325. --------------------------------------- Most high-rises on the exchanges (and the vanilla game) don't come with parking areas. Typically, if you want to add these, you can pick from one of the many parking garages that are available. Most of these parking garages represent very public buildings: ie anyone can drive their car into it and park for a fee. In real life, however, not all parking spaces are obvious, nor are they typically accessible to the public. That is what this entrance is for: it is for those areas of your city that you want an underground parking space that takes up next to no space and (visually at least) serves only the immediate buildings adjacent to it. Best of all, I have designed this model so that it will receive shadows from the surrounding structures, which will make it blend into many different types of applications. It functions as a parking garage. This was made as a prop as part of the IBM Stuttgart campus: you must therefore, download that file to get the model and desc files for the IBM garage. It is found in the Miscellaneous Transit Menu (about 2/3rds the way down). --------------------------------------- STATS UNDERGROUND ENTRANCE (IBM): Lot size : 1x1 Bulldoze Cost: § 50 Plop Cost: § 500 Capacity: 50000 vehicles Jobs: CS§ 2 Pollution: 3 (Air)/ 2 (Water)/ 6 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 7 Mwh Water Consumed: 25 Gal/Month Monthly Cost: § 35 Occupant Group: Transportation, Misc Transit --------------------------------------- STATS UNDERGROUND ENTRANCE (IBM): Lot size : 2x2 Bulldoze Cost: § 10 Plop Cost: § 50 Capacity: 30000 vehicles Jobs: CS§ 3 Pollution: 2 (Air)/ 1 (Water)/ 3 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 2 Mwh Water Consumed: 7 Gal/Month Monthly Cost: § 15 Occupant Group: Transportation, Misc Transit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one is for dark nite users and one for the standard Maxis nite. You must select and install only one file - depending on which night version you use. 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: Mattb325_UndergroundParking_Props.dat - INCLUDED SC4D LEX Legacy - BSC Common Dependencies Pack v9b (and above) BSC BATProps Mattb325 Vol02 OPTIONAL *IBM Headquarters Stuttgart (https://community.simtropolis.com/files/file/34328-ibm-headquarters-stuttgart/) ESSENTIAL TO AVOID BROWN BOXES --------------------------------------- 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!
  19. Electric Car Recharge Bay

    Version 1.1

    1,602 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!
  20. Hey everyone, Not sure if this topic has been discussed as I couldn't find anything about it in a search and going through some of the topics posted here. I use an older boot from disc version of SC4 with rush hour. Not sure if this would make a difference. Anyway, I installed the NAM a couple of years ago. Not sure which version, but I think it was the latest at the time. The NAM works good and I haven't had any problems to speak of with the NAM itself. My problem is after installing NAM, I noticed that it may have caused a bug with the default maxis buildings. All of the civic buildings, airports, commercial, and industrial with parking lots are either just empty parking lots or blank textures. No cars park there. On the residential side, the driveways and cars disappear completely and are replaced with lawn textures. So, for instance, if an R$$$ mansion grows, it's basically just a mansion in the middle of a large green lawn. No driveway or cars. Trees still show up and the buildings work as intended, but the parking and driveways do not show. Additionally, some park lots are empty or missing components. The small and medium park is just an empty grass lot with a lamp post. The medium and large flower park are just blank plaza and ground textures. The fountain in the medium plaza is present but no longer sprays. It should be noted that any NAM components with parking lots work fine. And any buildings I've downloaded from the exchange do not have the same issues. Only the maxis default buildings and some park lots. It only started doing this after installing NAM. The game works fine, but these bugs detract from the realistic feel. Any thoughts? Thanks!
  21. FA3 Parking Wedges 1

    Version 1.0.0

    584 Downloads

    Break the grid! Think outside the box! This is a really simple lot. Use these to fill in areas adjacent to FA3 angled networks. No dependencies. Landmark with overhanging parking prop I want to hear your feedback! Dm me with fractional and diagonal lot requests. Let's kill the grid.
  22. Modular Alley Pack

    Version 1.0.0

    614 Downloads

    Garbage is an inconvenient issue that every city must deal with, and SimCity is no exception. But instead of leaving your dirty garbage on the front curb, why not have a dedicated space for your sims to dispose of their waste, hidden away from public view? This is a series of six 1x1 alley pieces designed to be mixed-and-matched to go between buildings mid-block. It was inspired by the alleyways of Chicago and works best in an urban environment. The alleys technically function as a park (and can be found in the Parks menu), but I've tried to minimize their impact so that they do not artificially inflate the values of surrounding buildings. As such, these are eyecandy lots and are not transit-enabled. This is my first ever lot, so please let me know if you encounter any issues with these files or have feedback to improve these lots. I've tried to ensure that these lots have No Dependencies, but let me know if you see any problems. To Install: Simply download the folder and unzip into your Plugins folder. STATS Modifier Effect Plop Cost §1 Bulldoze Cost §1 Monthly Cost §1 Polution - Air 0 Pollution - Water 0 Pollution - Garbage 0 Polution - Radiation 0 Flammability 0
  23. Hi, I've a problem with the "LDS Church(Mormon) Meetinghouse". The parking lot texture doesn't show up, it's just gras with parking lots. I've checked the dependencies and they are all in my plugins folder. SHK Parking Pack BSC - VIP girafe bushes BSC - VIP girafe ashes Additionally I've installed the other SHK parking things and Girafe's trees / bushes / flowers etc. (I need them for other plugins). I've attached a picture which shows the broken parking texture.
  24. There is a small parking garage that is 1 x 2 squares and holds up to 500 parking. Im re-doing all my plugins and starting from scratch and can't find this , what is this called ?
  25. Scoty Modular Parking

    Version 1.3.0

    1,669 Downloads

    This plugin mainly offers prefabricated parking modules (ortho) Straight or Angled. To which are added 240 Lots (1x1) for lovers of precision, and adapt your POP parking to the geometry of the roads and surrounding spaces. (ortho and diagonal). An included guide provides all the details, here is a summary. Composition of the pack: POP. Prefabricated Orthogonal Parking. 21 Lots of 1x3, 2x3 and 3x3. Everything you need to build a large parking (ortho bays) or a simple 3x3 parking, in just a few clicks. Bus prefab A, bus prefab B, Road Station. Prefabricated bus Parking. car parking, bus stop and subway station Small Parkings. Mini parking lots when space is scarce. Parking of 1x1, 2x1 and 2x2 ; Rural and urban Loop Parking. 3 Lots : entrance, middle and end, for variable length. Alley Parking. 8 Lots to make ... meandering alleys between the buildings. Lane of 2 tiles wide (2x2, 1x2). StreetSide A. 14 Individual parking lots (1x1) joining together to form ortho and angle parking along street. The bus tile is a bus stop. StreetSide B. 7 Individual parking lots (1x1) joining together to form parallel parking along street. StreetSide C. 10 Lots of the «Alley parking» type but in 1x1. The tiles can either form an alley or a «streetside». Meadow. 23 lots for rural parking. Failing to be useful as a parking lot, for decoration near fairgrounds, concerts, ... Finally… 240 Lots, base set for ortho car parkings. Orthos and diagonals entries. Diagonal parking. Angle parking. Ortho and diagonal lateral lanes. Back yard. .. on the occasion of the textures update - see the Scoty MP textrues dependence - and the related "Fabrik",I've added a new set of icons and a few minor modifications on Lots. DEPENDENCIES Scoty MP textures (Essential ! ) Scoty MP essential (and is dependencies) Grfe Flora pack Grfe Hedge & Grfe UrbanPack & Mattb325 : BSCBATPropsMattb325_Vol02 Helpers SPOT SHK parking pack OrangeTSC MegaProp V.01 >> v. 1.3 SFBT_Haltestellen_Fluggi_khoianh_Props.dat (can keep only the SFBT_Props\ dir.). << New file/link Nams PROPS PACK Vol 2 Nams props pack vol 1 LRMv5 .. Only "Models & Props.dat" and "LightCones_MaxisNite.dat" or "LightCones_DarkNite.dat" Simgoober stations .. only SG_BusStopLg.dat >> v. 1.3 .. Submenus > Submenus DLL .. and optionally .. Scoty Submenus Take a look at the guide ! INSTALLATION and selected files. Unzip the “Scoty” directory in your “\Pugins” directory. Then go to the “scoty modular parking” directory. The plugin includes lots for RHD and LHD, so delete the sub-directories (nnnn_nnn_[RHD/LHD]) which do not correspond to your driving direction. Also choose the second submenu directory to keep: SMP_SubMenu_LHD|RHD. As you have downloaded the dependency "scoty MP textures": .. then in the directory \scoty_textures\SMP_base_texture_CHOOSE_ONE -> (!) choose one of the 14 background texture and delete the other files. .. Keep one of the street: Maxis, Tarsealed Street of Rivit or WestWindStreet -> Files scoty_MP_tex_Str_[Maxis|TSR|WWS].dat - delete others ! About the plugin (without Submenu .. All the Lots of Scoty MP appear in the Menu: Utility - Power). Almost all the Lots are for decoration (park). With the exception of the two StreetSide A and B packs, only Entrance Lots are effective. They are symbolized by a yellow triangle on their icons in the menu.. All Lots use SPOT helpers (little yellow cubes) to ... help you position Lots relative to each other. They indicate the traffic lanes and the direction. And … This plugin has been optimized for Mac 64bit. Thanks to all the Modders: @Girafe (cars and flora ... ), @RebaLynnTS (SPOT), @Orange_o_desespoir (props), SFBT Team (props), Andreas (camping RV), @namspopof (props), @MandelSoft (LRMv5), @moto.kloss (bus), @SimCityFreak666 (euro bus), @mattb325 (station, props), @SimGoober (stations)
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