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City-building game(s)

Found 34 results

  1. Shotengai

    Version 1.0.0

    507 Downloads

    I've been working on this project sparsely for the past 2 or 3 years, redoing every pieces once in the process since they had rendering errors. This is a set of Shotengai, a kind of commercial street that typical of Japan found in just about every city. They vary in form from an open street, to a covered street and even some big mall-like exemples. Often liking residential areas to train stations or landmarks, temples etc. They vary in design from a very simple canopy to a more elaborate recognizable style. They have existed from before the middle ages but really grew to what is known today around the Showa era. Nowadays, thanks to rural exodus, a lot of Shotengai in small towns are in state of disrepair with paint rusting away and covers falling. Larger towns and cities shotengai tend to be better kept and some have even grown in size to be comparable to a 1 story linear mall. To goal of this set was not to create every different shotengai in existence but more to allow me to have a few variations to put in my cities in order to make them even more realistic. This isn't the first time such a type of street is created in the game, but I thought the previous exemples were too big and not really suited for what I had in mind. Included are 3 different types of pieces: 5 Entrances, 3 straight Covers and 3 Rotundas. Entrances are modeled after real life counterparts, with artistic liberties to make it suit the game style: Takaoka Otaya-dori in Takaoka, Toyama Prefecture Izumo Nakamachi in Izumo, Shimane Prefecture Senbayashi in Osaka, Osaka Prefecture Motomachi in Kobe, Hyogo prefecture Tenjinbashi in Osaka, Osaka Prefecture Covers come in three styles: a generic red cover that was modeled after Takaoka Otayha-dori but fits the other styles well A specific cover for Izumo Nakamachi A specific cover for Osaka Senbayashi Rotundas follow the same idea as the covers. The covers are straight pieces 8m in length and almost 16m wide. The set contains 11 lots located at the top of the park menu. Despite my modding, which worked at first, I was not able to keep them in the correct order. BIG thanks to Tibi @Tyberius06 for helping me with the modding side, and @mattb325 for the original Pedestrian TE tutorial. The lots are TE enabled for pedestrian access. Upon placing them in your cities, commercial buildings will grow along them. HOWEVER, we were not able to make it so the sims paths actually go through the lots. Therefore this is more of an eye candy piece rather than a functional set. Also, unfortunately no residential zone can grow along them. There are no dependencies and the texture on the lots is the standard maxis pavement. Support, info about my bats and incoming works in my thread:
  2. Blade's Red Bike Paths

    Version 1.1.0

    636 Downloads

    Hey Simtropolis, Inspired by the Netherlands' robust pedestrian infrastructure (and watching way too much Not Just Bikes ) I've made a set of eye-candy protected bike lanes designed to run adjacent and parallel to any orthogonal road-based network. The set contains simple pieces and uses the distinctive red asphalt found in Dutch bike lanes: One four-way cross, two three-way "tee" variants, and one two-way corner. The bike paths range from 1x1 to 13x1 in length. Your bicycling Sims get their protection from rows of parallel-parked cars, concrete planters, and bollards. Lindens offer a pleasant tree canopy and shade. The bike paths use custom overlay textures I hacked together in Photoshop. I layered Catalyst's red asphalt bike path textures on top of some red herringbone brick street textures (extracted from NAM) to give them extra visual interest. To be clear, credit for the bike path textures goes to Catalyst and credit for the red herringbone brick textures goes to the NAM Team. I merely merged them together. I originally made these for personal use and they were a real mess. Many thanks to @Tyberius06, who helped me clean them up and share them with the community (and who graciously offered his time and guidance with all my technical questions). DEPENDENCIES Unfortunately, given the ongoing file migration from SC4D to SC4E, I can't include links to all the necessary dependencies at this time. To ensure proper functionality, make sure you have the following files in your plugins folder: SFBT Props Peterycristi Props SC4D LEX Legacy - BSC Common Dependencies Pack BSC-VIP Girafe Carpack vol. 1-2 BSC-VIP Girafe Carpack vol. 3 BSC-VIP Girafe Urbanpack (CarPack vol. 4) vol. 1 (requires both Urbanpack vol.1 and Carpack vol. 4) BSC-VIP Girafe Lindens BSC-VIP Girafe-MGB204 Bicyclepack vol. 1 SimPeg Plop Orientation Tool (SPOT) RedDonQuixote (RDQ) HD Prop Pack Tamorr's Resource (requires only the Tamorr_Family_Props_V210.dat) Light Replacement Mod - German Set (requires only the Frankfurt lamp post model)
  3. I made some experiments with the new dragable pedmalls which now come with RCI support (NAM team, you're the best! ), and I'd like to share my results to you. Is it possible to built a road-free and car-free city? Let's find it out. By the way, keep in mind that I didn't use only NAM but some extra mods as well, such as RCImulti. If you try to recreate the experimenter, results may vary a bit. First, let's build a very basic town. It will only have a power plant, pedmalls, and room for houses, shops and factories. And that's all. Not a single road. Let's see how a city with only pedmalls will work. And... we have a problem. It looks like because of game mechanism and limitations (it's a 2003 game, after all), all of our Sims complain about lack of road access. Remember that RCImulti adds residential jobs, which means they can just work at somebody else's house to simulate teleworking or jobs like baby sitters and gardeners. And yet, even this mod doesn't solve the problem. Our city is hitting a brick wall. The only way to solve this problem is by connecting our pedmalls with a road. It doesn't have for the road to be something important or go somewhere. As long as our pedmalls are connected to even a single road tile, we'll be fine. Now our Sims can go to work wherever they want. So it looks like we can't build a road-free city. But roads aren't just for cars, you know. So, can we still build a car-free city? Yes, we can! By building enough bus stops, we now have entire roads dedicated to buses. Why limited to bus lines, when you can have bus roads? And it looks like we have another reason to build some roads. Industries needs them to ship their products. By having a main road next to them and connect it with the pedmalls, freight trucks can now hit the road and ship their goods anywhere they need. So now we have a walk-able and bus-able city that doesn't require owing a car to go whereever you want. Not bad. But let's keep pushing the limits and take it to the extreme. How about subways? Yeah, let's go nuts! Sure, they're expensive, but if we build enough subway stations everywhere, our Sims could go anywhere they need faster than ever without car. Now, building ordinary subway stations at almost every corner would be a big waste of valuable space, especially if we need that space to build something big like apartment buildings or hospitals. But wait a minute! The dragable pedmalls are street-based, and there are subway stations that can be build on the top of them, such as in Road Top Mass Transit (RTMT) and Diagonal Intersection RoadTop SubwayBus Station. So I made a custom set of street-top subway stations specialized for the dragable pedmalls to see if it's possible to have functional subway stations on the pedmalls. And guess what. It's possible! Our Sims can now take the subway to go anywhere they need. In fact, most of our Sims now prefer taking the subway than the bus. And I just noticed that because my subway stations work as bus stops too, there is some bus traffic in our pedmalls as well. That's interesting. And now probably the most important and the coolest part of our experiment. We have now dragable pedmalls, but we also have the older plopaple pedmalls as well. Can they work with each other? Of course they can! All puzzle pieces will work with the dragable pedmalls without any problem. Why that's cool? Think of the possibilities But do you know what's my favorite discovery? The dragable pedmalls are compatible with the specialized tram-pedmall pieces as well! Why need car when you can walk and take the tram? That's my experiments for now. I have some other stuff I'd like to test and I'm going to do it soon. Now that we have a cool challenge on its way, I think it would be a good idea to share my experiments with you, giving you ideas and a topic to share your experiments and results as well. See you in the challenge and I can't wait to see your creations
  4. Pedestrian Revolution Mod With this thread, the @NAM Team is providing a dedicated space for technical support and development updates on the new generation of pedestrian and active transportation features! For the run-down of the current features, make sure to consult the NAM documentation, namely the Pedestrian Revolution Mod Feature Guide! (still in the old documentation) Players who are interested in transportation features for active transportation, pedestrianized and multimodal environments should follow this thread closely. We have a lot of goodies planned for the next NAM versions! At the time of this writing, the Pedestrian Revolution Mod working group within the NAM team includes these members: @Lucario Boricua as the lead developer and @Ulisse Wolf as the main co-developer Development support from @Tarkus @Flann and Ryan B. / Burgmania Testing support from @b22rian and @Ramona Brie As of NAM 46, the only PedRev features available for players are the Mid-Block Crosswalks, the first phase of which were introduced with NAM 45. The currently supported content is shown below: A. Roster of FLEX pieces for mid-block crosswalks: there are 9 pieces, supporting overrides for all the bidirectional (2-way) surface road networks. Due to their use of the Avenue and Street RUL1 programming, these crosswalks support full wealthing textures, even in situations when they aren't in contact on all sides with lots or zoned land. These pieces are provided in 3 lengths, providing flexibility for their placement. Size 1 mid-block crosswalks are ideal for compact environments, and situations where the player doesn't expect high volumes of road traffic. Size 2 and size 3 provide full traffic control, approach pavement markings, and the option to align them with odd-sized and even-sized things: buildings, lots, parks, plazas, pedmalls, transit stations, and city block sizes. The crosswalks also affect traffic behavior, both visually (automata movement) and functionally (traffic simulator), creating a slow-down of car traffic and localized congestion, and thus encourage a local growth of pedestrian traffic. The car paths across these are also slightly raised, recreating a crossing table / raised crosswalk movement effect. B. Supported base networks: as of NAM 45, only Road and Avenue have mid-block crosswalk support. Future support contemplates adding support for Street (straightforward) and the One-way Road, as it requires resolving some technical complications first. C. Supported 1-tile Network Widening Mod (NWM) widths: These include all the bidirectional options, including TLA-3, AVE-2, ARD-3 and NRD-4. Support for OWR-1 and OWR-3 is contingent on resolving One-way Road support. D. Supported Double-Tile NWM: These include TLA-5, RD-4 and RD-6. Support for OWR-4 and OWR-5 is contingent on resolving support for the One-way Road, planned for a future version of the mod. Given the network size, RD-6 differs from AVE-4, RD-4 and TLA-5, featuring traffic signals in its size 1 configuration. E. Supported Triple-Tile NWM: These include TLA-7 and AVE-6. Some minor bugfixes are planned for NAM 47, rounding up their support. They also feature native compatibility with the Avenue-based AVE-6, providing a seamless wealthing appearance! Players using the European texture set can look at this image below to see the crosswalk designs used. These are based off the UK's Pelican and Toucan crossing designs in raised crosswalk / crossing table configurations (LHD variants shown below): F. The Road and RD-4 can be used to create Refuge Island designs, using this procedure shown in the NAM documentation. We look forward to everyone's feedback and opinions about this network project!
  5. As seen on the picture, I'm trying to connect two pedestrian bridges across the railway on either side of the main rail station. I have made this type of crossing before with the pedmall-bridge over rail piece, and it hasn't been a problem at all - before now. Every time I place this piece, the game crashes, something that usually only happens when NAM-pieces are placed in the wrong order. But I don't really see what else to do. Certainly the bridge-piece shouldn't be placed first, because then the rail can't connect. Can anyone see what I'm doing wrong and how to fix it?
  6. Looking for new ideas and how others design their PED areas for Commercial. Here is my first attempt. The PED and Park entrance Archway was last minute idea, so I expanded the wall out a bit to center the Archway with stairs, and also add 2 more rows of Commercial
  7. Hello, I'm inspired to build a car-free city thanks to some city-related YouTubers. According to them, commercial will (still) flourish even when there's no car (except for trucks because they need them for their delivery, but it's another topic for another time). Unfortunately, that premise doesn't work in SimCity 4, even after I mod the traffic sim. Here's my tweaks to the simulator. My tweaks were successful. The streets became red. And it applies to evening traffic, too. When I check the morning route, it should be possible to zone commercial sustainably. But, I was fooled. The commercial wasn't happy with the street. I wish I can continue the simulation but when advanced, the city went into an economic crisis for some reason. Although I didn't run the simulation further, the game should know that the route is ready for commercial and in my experience, it did. But for this time, it simply doesn't work. Why didn't the commercial accept pedestrian customers? Anyone who have time to reproduce my mod and run a similar experiment can share their experience down below. Hopefully, a solution can be found. Thanks.
  8. Version 1.0.0

    2,281 Downloads

    Pedestrian Overpass (Road), by Mattb325. --------------------------------------- A set of four pedestrian overpass bridges found in the parks menu. These bridges are in a lot family and you will get a different one each time you plop (thus reducing clutter in the already crowded parks menu). The lot has a transparent base and can be placed on ground or water, making them quite unique. To place, make a one-tile wide viaduct using the 15m hole digger lot that comes with the NAM, and then place the 1x1 lot on the slope: the bridge is a overhanging and will span the gap between the two sides. It means that the single lot can be used for road/avenue/NWM pieces/Highway/rail, etc. Even ploppable canal water will work. You can then use any of your favourite wall pieces (or MMPs) to decorate the slope along the viaduct. Similarly, if placing this across ingame water, just use the hole digger pieces until you hit water and place the 1x1 on the slope: as long as the water is one tile wide, the bridge will fill the gap between both banks of the river. The bridge will work with other depths (such as 7.5m), but visually looks best with 15m heights. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: $ 10 Plop Cost: $ 40 Demand Satisfied: R$ 250, R$$ 250, R$$$ 250 Landmark Effect: +20 over 10 tiles Park Effect: +15 over 15 tiles Pollution: -2 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: $ 5 Occupant Group: Civic; Park --------------------------------------- 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: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  9. Version 1.0.0

    2,777 Downloads

    Pedestrian Overpass (Avenue), by Mattb325. --------------------------------------- A set of three pedestrian overpass bridges found in the parks menu. These bridges are in a lot family and you will get a different one each time you plop (thus reducing clutter in the already crowded parks menu). Two of these bridges are inspired by JBSimio's unreleased work: ten years ago he made a number of eye candy pedestrian footbridges to tie in with the BSC parks series. While his work was the inspiration, these pedestrian bridges do not force you to use any type of park. The lot has a transparent base and can be placed on ground or on water, making them quite unique. To place, make a 2-tile wide viaduct using the 15m hole digger lot that comes with the NAM, and then place the 1x1 lot on the slope: the bridge piece is overhanging and will span the gap between the two sides. It means that the single lot can be used for road/avenue/NWM pieces/Highway/rail, etc. Even ploppable canal water will work. You can then use any of your favourite wall pieces (or MMPs) to decorate the slope along the viaduct (as I have done in the images). Similarly, if placing this across ingame water, just use the hole digger pieces until you hit water and place the 1x1 on the slope: as long as the water is two tiles wide, the bridge will fill the gap between both banks of the river. You can make real-water canals very easily using this method and these bridges have tight lods so that they can sit correctly in the water. The bridges will work with any other depths (such as 7.5m), but visually they look best with 15m heights. --------------------------------------- STATS PARK: Lot size : 1x1 Bulldoze Cost: $ 10 Plop Cost: $ 40 Demand Satisfied: R$ 250, R$$ 250, R$$$ 250 Landmark Effect: +20 over 10 tiles Park Effect: +15 over 15 tiles Pollution: -2 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 2/1/0 Power Consumed: 0 Mwh Water Consumed: 5 Gal/Month Monthly Cost: $ 5 Occupant Group: Civic; Park --------------------------------------- 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: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  10. Hello, I have three cities arranged in a L position with the second city having nothing aside proper network plus another two industrial cities arranged in horizontal bar below the three cities. All cities are connected. But why my first city which is all residential plus some commercial can't go to the industrial cities? The odd is when I'm using subway, it worked but roads don't. Another question is how can I make a pedestrian and subway only city? The challenge is in the transit switching. Ordinary station may spawn cars when switching from subway. Another challenge is the customer level, even with my mod which counts customers. I recently found out that you need higher count of peds to give the commercial buildings high customer status.
  11. Version 1.0.0

    1,818 Downloads

    Green Canopy Road, Avenue and Pedestrian Lane Canopies, by Mattb325. --------------------------------------- One of the things that is quite difficult to achieve in SC4 is roads and areas of a city tile that convey a 'sense of place'. In almost all cities and large towns the main shopping streets, cultural precincts and prominent thoroughfares usually have their own immediately recognisable style; whether it is from architecture or street trees and street furniture. That is the genesis behind this series of canopies: to denote a stronger sense of place at street level while being functional. This third set of canopies copies a real world design. As the world warms and the warmth of large cities, already exacerbated by the urban heat island effect (where large areas of concrete, asphalt and other hard surfaces raise the temperature of a city by 1-3C higher than the surrounding countryside) many shopping and pedestrian areas are becoming hellishly hot. For instance, during the 2019 European heatwave, the air temperature in Paris was 43C but in built-up, unshaded pedestrian areas, the temperature was closer to 70C on the ground. These green canopies, covered in quick-growing vines, provide more shade over the dark (heat absorbing) asphalt than street trees alone and can mean pedestrian streets remain lively even during extreme heat events. Plus, they look pretty! There are 3 lots in this download, and each is functional. * A road-top bus stop. This lot occupies a 1x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the roadway; * An avenue-top bus stop. This lot occupies a 2x1 tile and is overhanging so that canopies can be placed adjacent to eachother all along the avenue; * A functional pedestrian-only laneway. This lot is 1x4 tiles long and must be joined to the road/street network and/or the NAM ped-mall pieces. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * While road-top/avenue-top bus stops can be safely placed next to a commercial building without any issues, they cannot be placed adjacent to a residential lot or you will get a no-car-zot. This is limitation of the game and I cannot do anything about this. The exception to this rule is where the residential lot is wider than the road-top bus stop: so for instance, if you place a 1x1 road-top bus stop next to a 4x4 apartment block, the apartment block will be fine, but if it is next to a 1x2 row house, then the row house will abandon because of no car access. * The functional pedestrian laneway is NOT a ped-mall; it is simply a pedestrian enabled lot. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped- mall piece is used to connect lots). --------------------------------------- The bus stops are found in the misc transit menu and have a capacity of 50,000 (and support all types of vehicles: pedestrian, bus, car, freight). The pedestrian laneway is found in the Landmark menu and provides a few jobs. --------------------------------------- STATS PEDESTRIAN LANEWAY: Lot size : 1x4 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS BUS STOP: Lot size : 1x1 (Road), 2x1 (Avenue) Bulldoze Cost: § 10 Plop Cost: § 150 Jobs: § 2 Capacity: 50,000 Pollution: 1 (Air)/ 1 (Water)/ 1 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 1 Mwh Water Consumed: 0 Gal/Month TSEC: 0.02 Monthly Cost: § 5 Occupant Group: Transport, Bus, Strikable Transit, Bus Stop, MiscTransit --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This is simply a canopy covered in thick vines which will allow some of the street light details through the many layers of leaves: therefore only one model is required. --------------------------------------- DEPENDENCIES: here are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  12. Version 1.0.0

    2,033 Downloads

    Chinatown Road, Avenue and Pedestrian Lane Canopies, by Mattb325. --------------------------------------- One of the things that is quite difficult to achieve in SC4 is roads and areas of a city tile that convey a 'sense of place'. In almost all cities and large towns the main shopping streets, cultural precincts and prominent thoroughfares usually have their own immediately recognisable style; whether it is from architecture or street trees and street furniture. That is the genesis behind this series of canopies: to denote a stronger sense of place at street level while being functional. This first set of canopies is based on the typical displays of red Chinese lanterns, dragon imagery and symbols that are found in the so-called 'Chinatown' areas of cities. The red lanterns cast a striking glow at night, the canopy is made in such a way to enable moving sims and automata to be visible through the bracing and your street lights and street props will also be visible underneath the canopy. There are 3 lots in this download, and each is functional. * A road-top bus stop. This lot occupies a 1x1 tile and is overhanging so that canopies can be placed adjacent to each other all along the roadway; * An avenue-top bus stop. This lot occupies a 2x1 tile and is overhanging so that canopies can be placed adjacent to each other all along the avenue; * A functional pedestrian-only laneway. This lot is 1x4 tiles long and must be joined to the road/street network and/or the NAM ped-mall pieces. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * While road-top/avenue-top bus stops can be safely placed next to a commercial building without any issues, they cannot be placed adjacent to a residential lot or you will get a no-car-zot. This is limitation of the game and I cannot do anything about this. The exception to this rule is where the residential lot is wider than the road-top bus stop: so for instance, if you place a 1x1 road-top bus stop next to a 4x4 apartment block, the apartment block will be fine, but if it is next to a 1x2 row house, then the row house will abandon because of no car access. * The functional pedestrian laneway is NOT a ped-mall; it is simply a pedestrian enabled lot. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped-mall piece is used to connect lots). --------------------------------------- The bus stops are found in the misc transit menu and have a capacity of 50,000 (and support all types of vehicles: pedestrian, bus, car, freight). The pedestrian laneway is found in the Landmark menu and provides a few jobs. --------------------------------------- STATS PEDESTRIAN LANEWAY: Lot size : 1x4 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS BUS STOP: Lot size : 1x1 (Road), 2x1 (Avenue) Bulldoze Cost: § 10 Plop Cost: § 150 Jobs: § 2 Capacity: 50,000 Pollution: 1 (Air)/ 1 (Water)/ 1 (Garbage ) Pollution Radius: 1/1/0 Power Consumed: 1 Mwh Water Consumed: 0 Gal/Month TSEC: 0.02 Monthly Cost: § 5 Occupant Group: Transport, Bus, Strikable Transit, Bus Stop, MiscTransit --------------------------------------- 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: There are no dependencies required for this lot. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  13. This is not working for me? Where does it show up as an option ? I put these files in Program Files/Maxis plugins and not My Documents dir and don't see any option for these Tiles. Also, what is the difference between > Build Parks option > Open Paved Area tile ~~ and ~~ > Transportation Tools option > Build Roads > Pedestrian Mall tiles ??? They look the same but different. The Parks option does a park option with Query and the Road version just says road. Also I noticed the Road version does not fully connect to edge of road and leaves a little gap , unlike the Park version makes a special sound and the road expands a little and fills in that same gap automatically
  14. Hi. I couldn't find an answer anywhere. I'm curious how to make a ped bridge over a canal. I've seen pics of user's cities with them but cannot find a "how to" article or video. Thanks!
  15. Version 1.0.1

    3,805 Downloads

    Narrow Functional Pedestrian Laneways and Plaza pack, by Mattb325. --------------------------------------- Firstly, although pedestrian enabled lots are uncommon in SC4, the idea for such lots is not new. However, most pedestrian enabled lots are simply park pieces and often don't function as well as they could. With some additional modding, this set ensures much greater use and preference by SIMs to walk through the lots from their homes to work or other mass transit options. Secondly, narrow, bustling laneways are an absolute mainstay of most large cities. Before the automobile, many cities had narrow thoroughfares that could only be traversed on foot or by horse. Such areas, packed densely with buildings cheek-by-jowl are rich in character, history, charm and liveability, are often the most beloved and treasured spots of any city. While I have made a couple of other such buildings with narrow laneways at their core (the Ivy Nightclub and the Sun Moon Mall), there is almost nothing available for pedestrians that functions and offers thoroughfares of less than 16m wide. That is why I made this set. The set consists of a number of pieces, which, if you connect them using the ped-mall piece from the NAM can give you a lot of functional modularity that enables pedestrians to turn corners as well as cutting across lots in the search for work. The set also functions without the NAM installed, but means that pieces have to be connected with a street or road. The eight pieces (especially when combined with the NAM ped malls) should cover a huge range of playability options. I have created two broad sets. * The first is the set with buildings and narrow laneways with seasonal trees: these lots are 2x4, 4x4, 4x6 and 4x8. The larger of these lots contain different pathways that the sims can take, so for instance, on the 4x8 there are four entry and exit points which give you a number of possibilities for modularity. * The second set contains standard 16m wide laneways in 1x2, 1x3, 1x4 and 1x6, but have a very pared-back architectural style of planters, seasonal trees and sculptures that would work quite nicely to connect large commercial buildings or residential areas with commercial buildings. All of these pieces provide jobs, and MUST be connected to a road/street/ped-mall/other network or they will abandon. All of the lots need power and water. --------------------------------------- IT IS IMPORTANT TO TAKE NOTE OF THE FOLLOWING POINTS: * These pieces are NOT ped-malls; they are pedestrian enabled lots. If you connect two of these lots directly together, SIMs will be unlikely to cross them (that is why a ped-mall piece is used to connect lots). * These are not a substitute for the ingame street or road network. While commercial and industrial buildings will actually grow alongside these lots and not abandon, they will not function correctly (eg no freight will leave). Additionally, any residential that is zoned facing only these lots (rather than facing/touching a street like in my images) will not function. * If you force sims to use these lots as the only means to find work, you will find that your residential zones will suffer from periods of no jobs or 'long' commute times. Your cities will still function, but less efficiently, so it is best to use these lots as a supplement to the road network rather than a replacement. * As the models re-purposed here were all initially designed for the 16m2 grid of SC4, many have had to be pushed together to enable narrow laneways. You will see some clipping in some of the models. The clipping is fairly minimal, but if the idea of a happy jumble of buildings put together in the lot editor offends you, then don't download this. * Some buildings at the very edge of the lot will take longer to light up at night, or may not light up until zoning, or something else is plopped next it. This is because the buildings were converted to props and this is a known game bug. --------------------------------------- These lots are all found in the Landmark menu. Each has its own unique hover description to enable easy selection from the menu. Depending on what else is in your plugins, the lots will be close together in the menu, but may not be sequentially listed. Please note that the buildings used in this upload are from Mattb325 Prop Pack Vol02, New York W2W Pack Vol01 (either Maxis Nite or Dark Nite) and London Prop Pack Vol02. You must therefore, have all three of these packs to avoid boxes. --------------------------------------- STATS CS§§: Lot size : 1x2, 1x3, 1x4 and 1x6 Bulldoze Cost: § 40 Plop Cost: § 100 Capacity Satisfied: CS§ 4, CS§§ 3 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- STATS CS§§: Lot size : 2x4, 4x4, 4x6 and 4x8 Bulldoze Cost: § 40 Plop Cost: § 250 - § 680 Capacity Satisfied: CS§ 100-400, CS§§ 90-300 Pollution: 1 (Air)/ 1 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 1 Mwh Water Consumed: 4 Gal/Month Occupant Group: Medium Wealth CS; Landmark --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *Street Planters and Benches (https://community.simtropolis.com/files/file/33284-street-planters-and-benches/) *BSC MEGA Props - CP Vol01.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180) *BSC Mega Props - CP Vol02.dat (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790) *Mattb325 BAT Props Vol02: (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383) *London W2W Pack Vol02: (https://community.simtropolis.com/files/file/33020-london-w2w-pack-vol02/) *New York W2W Pack Vol01 DARKNITE: (https://community.simtropolis.com/files/file/33078-new-york-w2w-pack-vol01-darknite-version/) OR *New York W2W Pack Vol02 MAXISNITE: (https://community.simtropolis.com/files/file/33079-new-york-w2w-pack-vol01-maxis-nite-version/) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.
  16. I find it odd that the game does not have any escalators for use in urban areas. Not so much vanilla, but that no modder has rectified the lack. We today have various pedestrian paths and even elevators but no escalators. I think train & metro detailing especially, would benefit greatly from a escalator asset to improve our pedestrian connectivity.
  17. Hi all, I just released my first train station and it was quite a struggle. In its current state I still dont manage to make the Cims take the preferred paths I to in order to get onto the platforms and back. Basically the walk from the street to left of the building, then disappear and re-appear on either platform a second or so later. I even built an underpath for them (see screenshot below with pedestrian path connection removed). I have used the "Advanced Network Stuff" and "Move it" mods in order to place "pedestrian connections" (as existing in the vanilla train station) and I also have the "Advanced Building Editor" mod. I do not currenly use the "Mod tools". My search for information on "pedestrian connections" on the web did not yield any guides for "do"s and "don't"s. So here are my questions: There are four types of pink "pedestrian connections": Unspecified, "surface", "underground" and "inside". I can imagine what each of the three last is good for, but don't know the details. Do they only differ in the way they are placed or do they really function differently in game? When should I use the unspecified "pedestrian connection"? Can (or must) I combine them for an underpass? What prerequisites exist for pedestrian connections to be used by Cims? Am I allowed to move them in place with "Move it" (and maybe even "Road Anarchy Mod" on)? Or will Cims ignore them if they contain things like too short segments? (The second screenshot below shows what I tried to achieve with surface/inside connections.) Can the behaviour of Cims always approaching the train station around the left side of the building be altered to make them walk around either side of the building in order to get to the first platform (as in reality)? Concerning the underpass: It consists of two sunken exit sub-meshes with slopes and roofing. There is a wall at the bottom of the stairs so there's no real tunnel connecting the two. Can this still made to work with Cims? (That is, will they move through underground walls if the connection tells them to do?) What type of pedestrian connections do I have to use? I tried "pedestrian connections underground" for the complete stretch and moved it into place with "Move it". Should I use another type for the stairs? When I later load my saved assed, the underground pedestrian connection has moved upward onto the surface. Huh? Why could this be? Hope someone can help me.
  18. Guys,I am trying to make a train stain, however, I can't find a way to edit pedestrian path(the pink path in my first picture), I searched workshop, and find some picture of a stair assets, that's where I know this path named ''pedestrian connection surface''(2nd picture), however I can't find this kind of path in my category in my assets editor, there are only some vanilla path in my category(3th picture), how can I get ‘’pedestrian connection surface''?
  19. 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?
  20. Hello all! I found this on the workshop. Basically it's a setup that allows for multiple metro exits from one platform. Or atleast did, I don't know if it still works. http://steamcommunity.com/workshop/filedetails/?id=577719153 So is it possible to connect different metro stations via underground passages? I tried just putting and moving tunnels with MoveIt in game but could not make it work. Why do I want this? * Realism. Say we have two lines on different depths, pedestrians walk UP to street level and to the next station. * Practicality, too many pedestrians in the way for cars, trams, buses. Same as IRL. So I am not a modder, I just want to put this out there to see if it's remotely plausible. And if so, hopefully inspire someone in this fantastic community. Actually, when I Think about it. Paradox should make a DLC on this: The Underground. Passages with shops, malls and different exits, levels etc.
  21. Version 1.0.1

    2,301 Downloads

    These eye-candy bridges were designed to span larger gaps. They can be used with game water, MMPs or canal/pond lots. The regular bridge is 8 tiles wide and the ramp-end version is 9 tiles wide. In order for the bridges to display correctly, they need to be built on the flank of a 10m high hill. The ramp-end bridge variant has one end of the bridge at ground level, with a spiral ramp for access. These bridges may look OK with other heights, but the bridge supports would be in the air if the bridge was higher than 10m so I wouldn't recommend it. Since these lots are eye-candy I have made them totally neutral, i.e. neither positive or negative effects will occur from their use. They are free to plop and have no monthly costs either. Find the bridges in your Parks menu. There are no dependencies and the models have nitelighting too. Update: I forgot to mention, these models are rendered in HD. I could make some SD versions if there is demand for them? If I'm honest I totally forgot about this when I uploaded them. 08 Dec 15 - Added SD variant. Please select either HD or SD version when downloading.
  22. SimCoug's Stairways

    Version 1.0

    3,245 Downloads

    Description:This is a set of 9 stairway lots that allows sims to traverse slopped terrain safely (no more sliding down steep hills on your butt).There are two lot versions - one that requires no dependencies (Stairway_NoDependency_Lots) and one that only requires BSC MEGA Props - CP Vol01 (Stairway_CP_Lots). If you want to play with only the no dependency lots, simply delete the Stairway_CP_Lots.dat file and you are good to go. You will find all the lots grouped together in the park menu (probably towards the bottom of the menu, depending on your plugins). Each lot if $5 to plop, but no maintenance costs.These lots can be safely placed at almost any slope, but as you go beyond a 15m slope, the stairs will begins to look pretty steep as well.Every lot is transit enabled for pedestrians, so sims can travel through the lot without a problem.Go ahead, build your very own Sim-Stairway to Heaven. Dependencies:None - unless you want to use the Stairway_CP_Lots, in which case you will need:BSC MEGA Props - CP Vol01 Installation:Simply unzip the file and put the entire 'SimCougs Stairways' folder in your plugins (don't forget the dependency if you intend to use the CP lots). Developer notes: These lots should blend in with most towns or cities - there is a number of different lot configurations, including a simple stairway without any base texture.The base textures are compliant with sidewalk overrides. Support:For comments, questions or help, please visit SimCoug's Lot&Mod Den Special Thanks:A huge thanks goes out to Reddonquixote for modeling the stairs and putting up with countless failed renders (apparently the BAT doesn't like stair props).mgb (aka rsc204) was also deserves a big shout out for helping me with the transit modding.Finally, I'd like to thank uroncha for giving me the initial idea for these lots with his 'Adjustable Stairway' lot that can be found on the STEX. Enjoy!
  23. Version 1.0

    13,746 Downloads

    STEAM Workshop link now available, click download then click on (Main File) option. This Y-Stack interchange is perfect for an urban setting. It has pedestrian crossings, flora and a pleasant design, making it an ideal candidate for a prominent spot in your city. The design is realistic and efficient for traffic, and features a 90 degree angle between two of the highways, with the third going off at 45. This is quite useful in many situations, as you may know. While not perfectly symmetrical, I've made sure all curves and slopes are as smooth as possible. The elevated ramps are made from One-way roads, limiting the speed on them to 40 kph, which is ok since usually these type of elevated curves do have speed limits IRL. However, you can always upgrade them back to Highway ramps if you need higher speed limits. Disclaimer: This interchange is still far from perfect and I'll be updating it as I make it better in the future. Those highest level ramps probably need some further smoothing... Check back here for better version in the future. To install, unzip file, then move the "TPB CSLIA - Urban Y-Stack v1" file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio for news on upcoming uploads. And of course, don't forget to rate, comment, discuss, share on facebook, google, tweet, pin, and everything else Thank you!
  24. Version 2.0

    13,510 Downloads

    Hello all ! Pedestrian Path Sidewalk and FootPath are now posable on water For Offline use only. How to Install?? 1: Make Sure Install : Project Akar : Ui Enhancement 2. Download the mod. 3. Right click the rar file > Extract 4. Copy and paste the package file into your SimCityData folder. 5. All roads place under “WaterWays” Submenu. need Original pedestrian Path if u got any problem or bug pm me thanks Credit to Melborne101 for the ScreenShot
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