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1,595 DownloadsThis lot has been tested in-game, it was found that at least 2 of them are required to almost completely reduce pollution across a large tile as well as to provide water across a grid of pipes covering the whole tile. It was tested also with the Utility Radius and Traffic Pollution Modd. Use the Data View and Cheetah Speed to monitor changes in water supply, air and water pollution. The pump is programmed to consume a very small amount of water so plop the pump in a non-polluted area as tests indicate it will not immediately clean its own base area and may fail to operate. Location: Water Menu under Utilities Menu, and Power Menu for 1x1 Generator You must connect both the large water pump and the sewage treatment connectors to realize both the effect of the radical volume of water and the treatment. The large water pump is the re-lot that will appear in the water utilities. The dual purpose is combined into one lot with its own unique menu icon. Stats: Lot Size: 5 (width) by 6 (depth) Water Produced and Treated: 1,000,000 cubic meters per hour. Pollution Reduction: -1200 over 300 Plop Cost: 25,000§ Maintenance Cost: 10§ Jobs: 15§, 290§§, 15§§§ Moderate Landmark and Park Effect. Transit and Network Enabled Power Consumed: 200 MWh (megawatt hours) Dependency: Included base texture .dat file. Maxis Night-lighting FOLDER: Radical Water Pump and Pollution Reduction V1 File: List of Alternate Water Systems.txt File: Preview and Install.html File: Readme.txt SUB-FOLDER: Radical Water Pump and Pollution Reduction This is the folder inside the unzipped title folder to be placed in your User\Documents\SimCity 4\ Plugins folder. It contains 2 files: 1. the Radical_Water_Pump.SC4Lot, and 2. the BaseTexturesElements_RadicalWaterPump.dat file with base textures extracted from my Vol.1 Base Textures Elements package. If you use the larger package then delete the smaller .dat file included as the textures don't need to be loaded twice. The larger package is linked below: Base Textures Vol 1.1: Elements, for SC4 1.1.0 SUB-FOLDER: 500 MWh Power Generator 1x1 File: RadicalWaterPump_PowerGenerator.SC4Lot I've added a 1x1 lot to generate power for the water pump. If you use the Data View Moisture Mod to locate a high volume of water it may be in a remote area, otherwise a non-polluted area may also be in a remote area. The power generator is equal to 2½ times the wind power plant. Previews: The 2nd preview shows the progressive reduction of air pollution; the reduction of water pollution is about the same. The test city has 2 heavy industry areas and congested traffic generating severe pollution over the entire tile. A third radical water pump would completely eliminate both across the entire tile. The 3rd preview shows at bottom Cori's Data View of Moisture mod which uses the radiation data view to show changes in moisture from rainfall. In more complicated terrain the moisture data view is useful to see where to place water pumps which depend on aquifers. The mod is linked below: Cori's DataView - Moisture v 2017.01.22 by @CorinaMarie The top 2 frames show the progressive increase of water-flow over the entire tile. Water pipes are tedious to place in large tiles requiring about a 30x30 grid. To make the task of watering the tile easier use the Utility Radius and Traffic Pollution Reduction Modd by RalphaelNinja linked below: UtilityRadius TrafPollution Modd by @RalphaelNinja The last preview is of this .SC4Lot in production in the Lot Editor for anyone who has enjoyed using SC4 as a design tool, creating .SC4 city tiles, and who may be considering taking the next step of creating .SC4Lot files. Using Lot Editor is not much more complicated. Below is the tutorial that got me started almost a year ago. Lot Editor: Beginner's Tutorial by @jbbry232 INSTALL: To install copy and paste the Radical Water Pump and Pollution Reduction folder into your User\Documents \SimCity 4\Plugins folder. To also install the power generator copy and paste the 500 MWh Power Generator 1x1 folder into the folder above.
907 DownloadsAn application for post-nuclear technological civilization. 8 (width) x 4 (depth) Lot Size. Power and Water produced: 8,000,000 MWh/ Gal. per hr. Water Treatment and Recycling: 1,000,000/ 60%, Maintenance Cost: 0, Monthly Income: 50000. Landmark and Park Effect: 10 over 20, Pollution Reduction -10 over 50. Transit and Network enabled. Maxis Night Lighting. Location: Power Menu, Business Deals, Trash Presort Ordinance The textures file below is no longer a dependency. I've extracted the 4 metal textures and included them in the folder containing the lot. If the texture file below is used then delete the 'BaseTexturesElements_Metal.dat' (40K) file in the 'Cosmic Neutrino Power Plant' folder as the textures don't need to be loaded twice. (The metals textures .dat file may be freely used and included in works other than for the purpose of this lot.) Dependencies: Base Textures Vol 1 Elements for metal base textures. NO DEPENDENCIES FOLDER: Cosmic Neutrino Power Plant There are now 2 sub-folders containing 2 versions of the power plant, one has the 50K business deal, and the other has a 50K cost for plopping the lot but no business deal. Use either the 50K PlopCost folder or 50K BusDeal, not both. Select one and delete the other. The lots are copies of each other so the game will not separate them into independent lots. Neither have maintenance costs. Description: What this power plant (hypothetically) does is filter neutrinos from the origin of the universe that are the background static before all construct of atomic matter. The series of high power super-cooled magnetic plates slow down the neutrinos until they exert inertial force which is converted to thermal energy driving electric generator turbines. For the electric power needs of the entire world, only one of these plants is required as its capability of generation of power vastly exceeds what the demand would ever be for civilization on Earth. This power plant requires no use of any other fuel and produces no waste or radioactivity. There are no costs involved in either construction or maintenance as the power plant, once operating, eliminates the need for any form of abstract valuation of property, labor or resources. There are no security risks in the operation of this power plant as there is no excess of source, transmission or storage of energy. Dedicated in memory of March, 11, 2011. Install: To install first open the Cosmic Neutrino Power Plant folder and choose one of the versions, delete the other sub-folder. Copy and paste the Cosmic Neutrino Power Plant folder into your User\Documents\SimCity 4\Plugins folder.
2,347 DownloadsRadical Maxis Re-Lots (Beta-0.2) Product Type : Lots Author : This is my name Version : Beta-0.2 Dependencies : bldgprop_vol1.dat, bldgprop_vol2.dat These dependencies are required for some of the lots (eg. R$, CS$$) that require additional props appearing as buildings in the game. Description Radical Maxis Re-Lots is an attempt to modify all Maxis lots, growable and ploppable, to appear more realistic and more detailed. Features including alleyways for most lots, accessible parking, and Uniform Street Light Mod-compatible lightpole layout. Installation If installing from the ZIP archive, download, unzip and install directly under your C:\My Documents\SimCity 4\Plugins folder. In Radical Maxis Re-Lots folder, there are sub-folders indicating the type of lots in the folder (example: CO$$, R$, PZ). You can control which type of lots will appear in the game by removing the sub-folders that you do not want out of Plugins folder. To uninstall, just remove the Radical Maxis Re-Lots sub-folder from your Plugins folder. Notes Only in new cities I have changed the size for some of the lots, sometimes covering a full range of a growth stage, for example: Scoot and Pump, all high-rise apartments in R$. No lot blockers please (eg: Maxis blockers) These are re-lots, as such, they will not work well with any blockers. Graphical glitch WILL happen if installing in previously saved cities if you do not have required dependencies This mod can be added and removed anytime These mods do not interfere with SimCity 4's system. There is a solution to immortal lot bug If a growable lot overlaps something after installing this mod in a previously saved city, bulldoze the lot. If you have bulldozed the growable lot but the lot itself stays, dezone and rezone using a different zone (example: if the affected lot is residential, rezone using commercial, any density). If the lot still stubbornly stays, please proceed here. This project has been discontinued. Very sorry, everyone. If you are interested in this project's history, please proceed to the development thread here. Contact me here. Right click, copy email address. Only important questions. I will not answer unnecessary questions. For news regarding the development of this mod, please click here. Anyways, thank you for downloading this mod! Credits Mithrik - thanks for giving feedback on version Beta-0.1! And to all others who support this project, thank you very, very much! Read Me version 0.2-1.023 (name of this mod), public domain from 22 June 2017.