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Found 212 results

  1. The Stairwell Lighting Ordinance requires all high-occupancy buildings be equipped with small automatic devices called "minuterie" in public stairwells. These devices detect movement and turn off lights when the stairwell is not in use, saving energy. The ordinance has a small monthly cost based on number of buildings, but it benefits the city by reducing overall power consumption.
  2. The Power Conservation Ordinance funds programs to teach Sims about methods for reducing power consumption at home, including turning off air conditioners and cable TV sets. Residents are asked for voluntary compliance, but bussinesses must adhere to mandatory power restrictions and are assessed penalties for non-compliance. The monthly cost for maintaining this ordinance is based on city population. When enacted, power consumption in the city drops by several percentage points.
  3. Storage battery

    Version 2.0

    123 Downloads

    Hi guys, here an utility reward lot. It works as a small power plant which simulates solar storage batteries. It needs at least two solar power plants and a power demand of 8.000 MWh per month. It costs 300 § to plop and 24 § per month and produces 150 MWh per month. It generates some jobs too. I'll wait for your comments and suggestions. Have fun
  4. I have black hole waste, water and power... am looking for similar things such as schools, fire, etc that will cover the entire map.
  5. South Tyrell: Industrial Crossroads

    Hello again, and welcome back to our continuing tour of the City of Tyrell. Today we're going to finally leave the port area and enter the city proper, getting our first look at how the citizens of Tyrell live and work. We'll be sticking to the south bank of the Neskowin River, exploring the industrial parks and poorer neighborhoods which have sprung up over the decades, drawn to the ceaseless economic activity of the southern port terminals. These districts are not exactly old, but have seen relatively little redevelopment since the first waves of construction spread across area in the 1940s, 50s, and 60s. As such, these neighborhoods are still dominated by the mid-century brickwork of factories and warehouses, with only the odd hi-tech start-up and re-purposed residential loft breaking the sightline. We'll start in the far south, across the fence from the container yards we visited last entry. Far from any home or office building, this borough hosts only the heaviest (and dirtiest) industry in the city, and serves as the final destination for much of the raw material imports rolling off the nearby docks. Crossing over highway 110, large-scale manufacturing gives way to large-scale logistics and distribution. We're now in the true industrial heartland of Tyrell, downstream of all the port infrastructure we spent so much time exploring. In addition to enormous warehouses and shipping depots, smaller-scale manufacturing concerns and industrial services can be found, which eventually bleed over into our first mixed use and residential neighborhoods in the north. Further inland, the local freight branches of the rail network intersect with the regional train corridor. Crossing to the other side, we begin to see the first signs of redevelopment, with modern hi-tech industry arriving in the last two decades. Clean energy startups in particular have made a home here. Next we move north to the most prominent feature of South Tyrell's skyline: the Mario M. Koeberg Nuclear Power Station. This facility, one of the largest single employers in the city, provides power not just for Tyrell proper, but for much of the broader metropolitan area and satellite communities further afield. First commissioned in 1971 with one reactor, the plant has expanded over the years to its current, 2002-built configuration, boasting four operational reactors and eight underground turbine rooms. Water is provided by a series of pumps, drawing directly from an artificial inlet running between port terminals A and B. The power station has had to expand so much to meet the growing energy demands of Tyrell, that highway 110 had to be rerouted to make way for its current footprint. Electricity generated by the plant powers much of the region further south along the coast. Continuing beyond the Koeberg Station, we come to one of the original neighborhoods of the industrial district. This still consists largely of smaller service shops and family-owned businesses, with some buildings being slowly converted into studio lofts. Finally, we arrive at the neighborhoods around the mouth of the Neskowin River. This is a lower-income neighborhood, built amongst and adjacent to contemporary industrial buildings. Highlights include the Riverwalk, a pedestrian loop around the lower reaches of the Neskowin and one of the oldest public spaces in the city; and Commerce Street Station, the second largest rail terminal in Tyrell and the main gateway for industrial workers arriving from out of town. We'll see much of Commerce Street today, but the rest of the Riverwalk will have to wait for a later entry. Looming above Commerce Street Station is the Florence Autobody Assembly Plant, one of the largest of its kind in Simnation. We'll conclude here for now, back near the mouth of the Neskowin and the busy harbor. However, we're not quite done with Tyrell's industrial development. Next time, we'll look at some of the newest and most advanced manufacturing installations in the country. We'll also get an idea of what the landscape used to look like before those installations came to town, by travelling all the way to the edge of the city and the hills and forests beyond. Next entry will be a combination of hi-tech commerce and rustic R&R. See you then.
  6. Hi everyone, I’m working on an idea to create a more realistic regional power grid in SimCity 4, something akin to a "power pool" where cities can share electricity over long distances, provided their grids are interconnected. The built-in neighbor deal system is great, but it requires power to be traded city by city, which isn’t ideal for my concept. Here’s what I’m hoping to achieve: Centralized Power Source: A city with a massive power plant (e.g., multiple nuclear plants) that can directly supply power to distant cities across the region. Long-Distance Power Transmission: Cities far away from the main power source should be able to draw power directly without needing intermediary cities. Realistic Visual Representation: I'd like to create or use assets for high-voltage transmission lines that visually link the cities. Efficient Power Sharing: Ensure that only the required amount of power is traded, and excess isn’t wasted. I’ve been exploring tools like iLive’s Reader, Lot Editor, and BAT, but I’m not sure how to modify neighbor deals or create the necessary mechanics to support this system. Has anyone here attempted something similar, or can you point me in the right direction? Any advice, tutorials, or resources you can share would be greatly appreciated. I’m also open to suggestions on mods or tools that might help achieve this. Thanks in advance for your help!
  7. SFBT Kenworth Rail Catenaries v2

    Version 1.0.0

    550 Downloads

    Catenaries (overhead wires) for railways are mainly used to supply electric locomotives with power. They consist of a special wire that hangs above the tracks. The height can differ from country to country. The pantograph that is mounted on top of a locomotive is in constant touch with the wires, so it can conduct power to the electric generators and engines of the vehicle. The first tests for an electric engine on a rail vehicle took place in 1835, the first commercial applications were the tram services in several European cities around 1880. Apart from the "third rail" that runs parallel to the tracks, catenaries were designed in order to protect persons and animals from the hazardous voltage (trams usually need a few hundred volts, whereas railway catenaries can concuct up to 50,000 volts). In Germany, Austria and Switzerland, 15,000 volts are used. The high voltages are necessary to minimize the loss of power due to the resistance of the wires. Unfortunately, the SimCity developers didn't show much interest in realistic railways. Because of that, I put some effort in creating realistic railway catenaries, as they are used by the Deutschen Bahn AG (German railway). Unfortunately, the don't show the wires, but at least we can have the masts now. :-) This set includes 17 different lots that can be placed next to your railway tracks, some of them are transit enabled and can be placed directly onto the tracks, this is useful in tight spaces, such as in downtown situations. All lots feature a transparent base texture and can be used with all available terrain mods. ChangeLog (compared to the original SimCity Kurier and SC4D LEX releases) All the lots have been updated The lots with TE (transit-enabled) tiles have been brought up to standards on capacity and TSEC The original footprint of the diagonal props have been reduced to 4 * ## * 4 to allow MMP usage on the transparent lots The original footprint of the building (blue/grey rectangle in editors) and the occupant size have been reduced to 0.5 meter on all dimensions to allow easier MMP usage on the transparent lots. The lots are supported by the SubMenu DLL mod. They can be found in the Miscellaneous Power Utilities submenu. It is highly recommended that if you previously used these lots in your cities, before you update, you must bulldoze all of these older versions and remove all instances from your plugins. Due to these changes, to avoid conflicts, please, it is highly recommended to use any of the third party cleanitol tools and remove any previous versions from your plugins. In the ~Documents folder in the main ZIP you can find a Cleanitol_SFBT Kenworth Rail Catenaries.txt file and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files. The lots can be found in the lower part of the power menu (or in the Miscellaneous Power Utilities Submenu). Place them every other two tiles next to your railway tracks. The lots don't have a base texture, so you can use them with every terrain mod. The catenary props extend over the lot borders and show up directly above the adjacent tracks. Some lots are transit enabled and can be placed directly onto the tracks. This is useful in tight situations, such as the tracks in front of a large railway station. It is advisable to use a rail texture mod, such as PEG's and Swamper77's "No Rail Dirt" mod or PEG's "Alternate Rail Set Mod", which will prevent ugly brown textures below the tracks. Lot size: 1x1 tiles (1x1, 1x2, 1x3, 1x4, 1x5 with overhanging props) Menu position: Utilities - Energy Plop cost: § 1 - 17 Bulldoze cost: § 5 Monthly cost: § 0 Flammability: 0 Power consumption: 1 MWh/month Water consumption: 0 Gallons/month Air pollution: 0 over 0 tiles Water pollution: 0 over 0 tiles Garbage pollution: 0 over 0 tiles SC4Lot files: Masten_alt_1F_53241c68.SC4Lot - 1 tile wide (for two track lines) Masten_alt_1F_diagonal_53241db6.SC4Lot - 1 tile wide, diagonal Masten_alt_2F_5325a0b6.SC4Lot - 2 tiles wide (for four track lines) Masten_alt_2F_diagonal_b325a38a.SC4Lot - 2 tiles wide, diagonal Masten_alt_2F_mittig_535cdb97.SC4Lot - 2 tiles wide, can be placed on tracks Masten_alt_3F_d325ab2b.SC4Lot - 3 tiles wide (for six track lines) Masten_alt_3F_diagonal_1326a6f4.SC4Lot - 3 tiles wide, diagonal Masten_alt_4F_934fb958.SC4Lot - 4 tiles wide, can be placed on tracks Masten_alt_5F_934fba8f.SC4Lot - 5 tiles wide, can be placed on tracks Masten_alt_Abspannmast_f3266392.SC4Lot - for rail track endings Masten_alt_einseitig_d3396fa6.SC4Lot - tile wide (für for two track lines) Masten_alt_einseitig_diagonal_333a9a0e.SC4Lot - tile wide, diagonal Masten_alt_mittig_2x_135e1de8.SC4Lot - 2 tiles wide, can be placed on tracks Masten_alt_mittig_9333a7e9.SC4Lot - 1 tile wide (für for two track lines) Masten_alt_mittig_diagonal_d3392169.SC4Lot - 1 tile wide, diagonal Masten_alt_Weiche_9324257c.SC4Lot - 1 tile wide, for switches Masten_alt_Weiche_diagonal_53242ab2.SC4Lot - 1 tile wide, diagonal Props: SFBT_Oberleitungen_Props.dat Installation: Copy/extract the SFBT parent folder into your plugins. If you extracted the ~Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Uninstallation: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. You can also uninstall only the growable or ploppable version by deleting the corresponding lot file. Dependencies: SFBT_Oberleitungen_Props.dat (included) SFBT Essentials Transparent Texture (Water Bug) Fix DLL by memo Credits: The models and lots were made by Kenworth. Thanks to Nardo69 for the additional lots, and to Andreas for the modding. Many thanks to the SFBT team for their hints and suggestions, and the beta test of these lots. update: 08.10.2024 - Tyberius06 as part of the SC4D LEX and SimCity Kurier Restoration efforts
  8. AGC - Substations

    Version 1.0.0

    894 Downloads

    These substations were made possible thanks to @nos.17 donation! Thanks to @Tyberius06 for explaining me how to do the modding (It's pretty basic so far, I hope to improve). Specs: The file contains two 3x2, 3x3, 4x2 lots. The substations generate between 200 and 1600 MWh/Month. Ubication: Power Stations Dependencies: Latest version 7.0 (13/09/2024) And If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  9. AGC - Industry, Energy & Telecom DLC

    Version 2.0.0

    1,051 Downloads

    Industry, Energy & Telecom DLC will contain props & buildings (No lots). You can find images and info of what this DLC contains here: >Soon< You can find them in the props section as: AGC_Props_IND_ AGC_Props_Fence AGC_SUB_ AGC_PS_ Includes Darknite (I removed the support for Maxisnite). Scale of the models: 133% on all axes. I will update this DLC constantly so you must be on the lookout. Installation: Unzip the "Barroco Hispano DLCs" in your Plugins Folder (I highly recommend respecting my folder system because I plan to export or update thousands of BATs). If you like my work, you can make a donation to fund my other projects! https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU Thanks to the few people who have donated to me.
  10. Version 1.0.0

    277 Downloads

    « THE THING » - UTILITIES, by PGX Power plant, Water towers, Water plants. 9 lots. Various menus. PREVIOUS USERS OF « THE THING » : YOU NEED TO UPDATE « THE THING ESSENTIALS » IN VERSION II NEWBIES TO « THE THING » : DO NOT DOWNLOAD BEFORE DOWNLOADING THE « PRESET II » OR YOU WILL MISS ESSENTIAL RESOURCES AND INFORMATION STRUCTURE Power. ID under the form « POWxxx ». 1 lot. Power menu Water. ID under the form « WATxxx ». 8 lots. Water menu In subfolders, each lot is separated and has an ID for its identification in subfolders and to figure its order of appearance near the bottom of the Park menu. You can keep all of them or pick up what you want and delete the others or store them appart for later use. Use pictures as catalog, numbers are matching with IDs. INSTALL Expand the zip file. You get a folder named « PGX - UTI Utilities (Various) ». Drop it as it is in the « PGX - THE THING » folder. Open the chapter subfolder. Sort it by alphabetical order. SPECIFIC DEPENDENCIES Numbers in orange on pictures are highlighting lots that do need a specific dependency in addition to the common ones. Brown box or empty lot if missing. If you’re already using these lots in their regular version, you already have the required files. If not, follow the links and instructions below. POWER PGX-NEXIS - POW001 Mega-Generator II https://community.simtropolis.com/files/file/21092-nexis-mega-generator-i/ You only need the « .SC4Model » file WATER PGX-SG - WAT002 Washburn Water Tower https://community.simtropolis.com/files/file/14716-washburn-water-tower/ You need « SG_WashburnWaterTower.DAT » PGX-ARDECILA - WAT003 Chicago Water Tower https://community.simtropolis.com/files/file/11329-pda-chicago-water-tower/ You need the « .SC4Model » and « .SC4Desc » files PGX-DELIJA - WAT004 Vukovar Water Tower https://community.simtropolis.com/files/file/21618-rsp-vukovar-water-tower/ You need the « .SC4Model » and « .SC4Desc » files PGX-SHMAILS - WAT005 Red Hole Water Plant https://community.simtropolis.com/files/file/3878-shmails-martian-small-water-pump/ You need the « .SC4Model » and « .SC4Desc » files PGX-SG - WAT008 Water Control Board BSC BAT Props D66 Vol 02 or BSC BAT Props MEGA PACK Vol01
  11. AMPS Beta v.0.3.2

    Version 0.3.2

    1,221 Downloads

    WARNING! This mod makes drastic changes to the way a city's power plants work. As such, you MUST have bulldozed ALL power plants and any other supported buildings from your cities before installation. Failure to do so can result in a corrupted save game. BACK UP YOUR REGION BEFORE INSTALL. It is recommended that after installing this mod you begin a fresh region with no cities in it. SUPPORT WILL NOT BE PROVIDED IF YOU ARE TRYING TO GET AMPS TO WORK IN AN EXISTING CITY! AMPS makes changes in the way that power buildings are constructed in SimCity 4, requiring the construction of a grid before power plants can be built. It is an extensive overhaul of the power system and takes getting use to, but once you've played it a few times I feel it's very intuitive. Part of the work this mod does is take the Maxis power plants and dozens of optional power plants available on the LEX and STEX and make them integrated into one seamless whole that is organized, user friendly, and well balanced. No power plant is really "better" than any of the others are, because each provides something the others don't. Integration also includes a set of custom icons for the Power Menu that has been completely reorganized to make finding the plant you're looking for easier and quicker, despite having close to a hundred options. Dependencies: There are NO dependencies in the traditional sense. If you Install AMPS with nothing else, it will work... and you won't be able to build any of the supported power plants, which include all Maxis plants. I designed AMPS to be very dynamic and provide automatic integration of any supported lots you happen to have installed. Certain lots however are essentially mandatory in order to actually do anything. I've called these "hard requirements" and not "dependencies" so as to not cause confusion with such a well-established term. The Hard Requirements are as follows: (please note that most of these downloads do have Dependencies and they are required to use these lots with or without AMPS) Transformer Lots by Kloudkicker - Provides the backbone of the grid. Without them, you can't build much of anything power related. KK Transformer Lots-Small - https://community.simtropolis.com/files/file/34273-kk-transformer-lots-small/ Substation Lots by Simmer2 - There are many substations, but these three are non-optional as they form the core of early grid construction. SM2 HV Transformer - https://community.simtropolis.com/files/file/32790-sm2-hv-transformer/ SM2 Main Transformer & Main Transformer with building - https://community.simtropolis.com/files/file/31369-sm2-main-transformers/ Transmission Station by Takingyouthere - The required station to unlock most of the Maxis power plants. Transformer lot - https://community.simtropolis.com/files/file/31217-transformer-substation/ All other downloads are OPTIONAL. Certain ones expand your options and are referred to as "Soft Requirements." These are as follows: Needed to build Wind Turbines (such as the Maxis Wind Power Plant) KK Wind Farm Maintenance Facility - https://community.simtropolis.com/files/file/34196-kk-wind-farm-maintenance-facility/ Needed to have power while you build a grid (these are essentially the only power plants available on Day 1 of a new city) kaos78414's Generator - https://community.simtropolis.com/files/file/19458-kaos-rusty-generator/ Colyn's CSX Mini Generator - https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=634 File no longer available on the new SC4E site Simmer2's SM2 Mobile Power Generator - https://community.simtropolis.com/files/file/31431-sm2-mobile-power-generator/ All lots that are directly supported by AMPS may use the AMPS_Mini_Banner.png in the STEX listings to show compatibility with this mod if they wish. Any questions or issues can be directed to my Development Thread here: https://community.simtropolis.com/forums/topic/760305-mod-amps-development-thread/
  12. First: Hat off to A Nonny Moose. class act all the way and so missed! I fear that I an making more of this than there is, so I will try to make it easy: If you set up a deal for garbage, (say), you are at times given a list of different price points. If you ask for more money, are you also inviting additional garbage? (Or inviting the city to suck up more power or water?) or does a higher price just mean you get more money for the same amount of "product?" Thanks for your help! G. Ben P. II Columbus OH
  13. jes_Substation2_HD

    Version 1.0.0

    346 Downloads

    Substation2_HD A pair of electrical substation lots — a 3x1 and a 4x1. Lot Details and Information: Lot size: 3x1 and 4x1 tiles Building style(s): Building: Utility, Building: Power, BTE: Utility - Power Growth stage: N/A Menu position: Utilities - Power Demand Created: $ - 2; $$ - 1 Plop Cost: $1,000 Bulldoze Cost: $20 Construction Time: N/A Max. Fire Stage: 1 Power consumption: 1 MWh/month Water consumption: 5 Gallons/month Budget Item: Cost $25 Power Generated: 100KW Hard Failure Type: Doesn't Explode Compatibility: This download is only compatible with SimCity 4 “Rush Hour” or SimCity 4 Deluxe. Installation: Unzip the downloaded file and place it in your plugins folder. The readme file and images should be moved to a seperate folder or deleted. To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. Dependencies: To ensure the proper functionality, make sure the files mentioned below are installed in your plugins folder. BSCTextures Vol02 BSCTextures Vol03 v4 The above files are available at https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack/. AGC - Automobile DLC The above file is available at https://community.simtropolis.com/files/file/34163-agc-automobile-dlc/. BSC BATProps_HD - JES Vol10 The above file is available at https://community.simtropolis.com/files/file/35961-bsc-batprops_hd-jes-vol10/. BSC BATProps_HD - JES Vol13 The above file is available at https://community.simtropolis.com/files/file/36094-bsc-batprops_hd-jes-vol13/.
  14. Just wondering where should I move (in real life) where I would, as a sim, not have to pay any eletricity or water bills. The city takes care of that for me. The NAM is really focussed on transportation but is there anywhere a mod that would make the utilities budget more realistic?
  15. Zporp Fusion power plant

    Version 1.0.0

    437 Downloads

    This fusion powerplant will take up some space, but will be able to generate power for a big population and isnt too expensive! Model made with blender and photoshop. size: 18x24 Cost: 500.500$ Dependencies: Plugin_RCI_Buildings_Prop_Modd.dat WMP Mega Props Vol.02 - Misc Industrial Props.dat PEG-SUPER-TEXTURES.DAT BSC Textures Vol 01.dat BSC MEGA Props - JMyersAgriculture01 v2.dat BSC MEGA Props - Misc Vol02 v2.dat BSC MEGA Props - JES Vol01.dat CSX MEGA Props - Vol03_v2.dat SM2 MEGA Prop Pack Vol1.dat SM2 MEGA Prop Pack Vol6.dat SM2_Essentials_Texture.dat bldgprop-vol1.dat bldgprop-vol2.dat Inclusive props: bench-a bench-b zporp-boxset1 zporp-boxset2 zporp-boxset3 Enjoy and let me know if there would be any issues!
  16. is there a mod or way to do this easier? any help is appreciated. let me explain what my goal is- to use 1 region on a map to produce power for the entire city. do the same thing with water and also trash. so use 3 small regions to produce all the utilities needed. i start out fine, but as i develop farther out, it becomes tedious to buy them from the neighboring regions. say you have 5 regions in a line. to get power from the 1st to the 5th you have to manually import and export from every region. make sure region 2 is buying enough to sell to region 3, then do the same for region 3 to 4 etc. is there a organizer mod where region 5 could just buy from the main power, water, and trash regions? i have mods to ship the garbage on trains. and i understand there are mods to dump the trash off the edge of the map. not every region has train tracks. nor does that solve the power and water issue. seems there should be an easier way to interact between the regions. my goal is to use a lake to pump the water for the majority of the entire map. and build power in another small region. and set 1 with a landfill but collect the trash for the whole map. thanks for the help.
  17. I have a city that uses oil power plants as that is the only one available to me other than coal. When I query a power plant, their maximum age is for 72 years. So why are they blowing up WAY BEFORE this time? I started in 1900 and it's only 1920 - that's 52 years before their maximum age! If they only last 20 years, then why doesn't it state this in the first place? There's no disaster going on such as fire or an alien invasion going on when this happens. I've noticed this happening with other cities I've built using oil as power. I've never seen it happen with other kinds of power plants - though the only other I use is fusion power. Is this because the power demand is a lot more than what they provide? If that were the case, then why don't they blow up when I first start my city and demand increases that requires more than 1 power plant? is this some kind of glitch in the game?
  18. Hi there! One of my favorite Pegasus is PEG Power Tower Pylons. I was wondering, how can I edit the power pylon lot so it doesn't show a paved texture under the pylon but rather no texture at all, so it looks more realistic? Especially in rural settings. The reskin by Pegasus is supplied as a .DAT file.
  19. SC4 any plugin for fix the problem of the power plant? this work for some years and after i need to rebuy it again, destroy and buy it again.. also for water supply.. this made really stress because sometimes explode everything or i stay without water because i dont see the condition of every building... if that can rebuy it alone should be better.. any advice? plugin? thanks
  20. I'm having trouble when my cities reach around the 100,000 mark. Before then they have been growing well. A steady demand for middle and high residential and comercial. A steady growth in population. Then, seemingly suddenly, I have huge troubles. No matter how many water pumps or towers, or power plants I build they never seem enough. My income plumets and the demands increase until I bankrupt. I've tried all the usual things. Replacing heavy industry with medium and agriculture. Building more links with other cities, but nothing works. Any suggestions or tips?
  21. SC4 power and water cheats

    I found some cheat codes online. One for removing the need for electric power and one for removing the need for water. I'm getting messages in my message box about how the lack of electric, and water, is hindering my city. I guess what I am asking is does anyone know if it is hindering? I'm not getting no flashing power symbols or water symbols.
  22. Version 1.0.0

    750 Downloads

    Description This is the model of a 2 MW onshore wind turbine based on an Enercon E-70 E4©. It has a rotor diameter of 70m and a hub height of 75m (for these specific models I made). The interesting fact is that Enercon was one of the first onshore WTG to use the direct drive technology, meaning there is a large diameter multi-pole ring generator that allows to cut out the gear box and therefor save cost on gearbox oil and maintenance. The typical drop form of the nacelle is created by surrounding this large diameter ring generator. Content This File contains two wind power plant lots appearing in your power plant menu, one for the producing turbine with 7 different rotor rotation angles, that change automatically when plopped. Another lot is fitted with a WTG idling or undergoing maintenance (3 different models also changing automatically at plopping). The production is set to 2000 and the O&M costs are 40$ per month. The stopped turbines have no power output. A_1P A_1P_ENERCON_E-70E4 · 7 different rotor blade positions A_1P A_1P_ENERCON_E-70E4_M · Idling (2 positions) or at maintenance: Rotor locked in y-position, nacelle hatch open, personnel working on met mast Dependencies · none Instructions Unzip and place in plugin folder, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins Pictures provided for this file by @mitsos – many thanks for this! Make sure to check out his amazing City Journals. A_1P_onshoreWTG_E-70E4_v1.0_ReadMe.pdf
  23. Version 1.1

    271 Downloads

    These cable route markers are intended to work as an unobtrusive way to connect power assets or other infrastructure that requires electricity, but you wish to avoid pulling a power line there. The idea was to simulate an underground cable with the visual cable route marker signs in the landscape. The lots have no base-texture and can be fully covered by vegetation or other MMPs. The cable route markers are very small and barely visible as well. They come in 4 different varieties and change with every plop automatically. No dependencies.
  24. Energy production and power plants in Dimland part 1

    Welcome everyone to the 156th entry. Dimland is actively promoting the transition to a low-carbon society, and is updating its rules in order to facilitate the necessary private and public investment in the clean energy transition. This should not only be good for the planet, but also good for the economy and good for consumers. The majority (69%) of the net electricity generated in Dimland in 2021came from non-combustible primary sources (Nuclear energy included) while only 31% came from combustible fuels. Let's take a tour to some of the energy plants in Dimland. Coal power plant, Penthesili region Simgreenpeace protest back in 2016 Natural gas energy plant in Alexopolis (Part of the national strategic reserves) Megara natural gas energy plant Dimitriada oil and natural gas energy plants (Part of the national strategic reserves) End of part 1
  25. It's kind a of a bug and kind of isn't... One of my cities receives almost entire power from a neighbor deal. However, in order to provide a solution for garbage, I have also built a W2E incinerator. The W2E incinerator produces only about 400 units and runs at "half-speed". Here's the problem - whenever the incinerator runs out of capacity due to limited funding, I am having brownouts, even though the rest of the power is being provided by the neighbor deal. The city gets a surplus of about 800 mwh but suffers brownouts regardless, as soon as incinerator reaches a cap. Any suggestions how I could work around this? It's as if the game was just reading the capacity of the W2E, ignoring the neighbor deal source altogether.
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