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Found 178 results

  1. G'day, I've been thinkering with the idea of developing a whole region by laying down just the transportation infrastructure, without building an actual city, similar to how it's done in some "roadgeekery" CJs. For that purpose, I've been tracing every road I intend to lay inside the game on a region overview I have gotten from Terraformer - please see first image. There are non-orthogonal or winding stretches of road, and for those I took note of the footprint of the puzzle pieces I might need to recreate them, and checked that the combinations I need would be doable in game without modification. Many more roads will follow, inclusing some rather winding ones - the second image kind of gives an idea of some I would like to incorporate in the road grid. That's doable too, just by doing what I've been doing. I'm now concerned with finding a way to translate all of that planning into the game, individual city tile after individual city tile, following an efficient and reliable method. In Cities skylines that is definitely possible - an external image is overlaid on the terrain map, and roads can be efficiently and accurately plotted from there. Alas, this is not as straightforward in SimCity4. Common sense has it that I should take careful note of the position of every interection and every non-orthogonal segment, and work methodically from there - which is what I intend to do. However, I understand that this method alone might not necessarily be the most efficient, and might not grant sufficient reliability. Sure, in some cases erring 1-2 tiles might not represent an issue, but in general it would be far better if I can make the roads I plotted on the overwiew align as intended. I'm looking forward to more insight from someone who might have found themselves in a similar situation. Thanks in advance. PS: The map is an excerpt from Drunkapple's /Dobdriver's beautiful "Minneapolis" map, with further edits. I might attach it upon request, if it is possible.
  2. NAM 48 Now Available

    The NAM Team is pleased to announce the 48th release of the Network Addon Mod, NAM 48. DOWNLOAD LINKS (All Cross-Platform) ModDB STEX (currently redirects to ModDB) SC4Evermore What's new in NAM 48? Here's a list: RealRailway Features: Draggable OxD, DxO, and DxD crossing support for L1 and L2 ERRW (DTR) over Road, Street, SAM 2-11, One-Way Road, Avenue, RHW-2, Rail, and STR has been added. Fractional Angle Starter Pieces have been added. Pedestrian Revolution Mod Features: Seven new draggable PedMall Bridges (built with the Street network) have been added. Aesthetic improvements have been made to the midblock crosswalks, with regional variants (US version gets HAWK crossing signals, EU versions get standard traffic signal). Street Network Improvements: Diagonal intersections have been redesigned. Some orthogonal Street intersections have received improved textures. Some aesthetic improvements have been made to streetside signage (including US and EU variations). RealHighway Features: The Orthogonal FLEX On-Slope Height Transitions have been reimplemented, supporting tighter configurations with FLEXRamps and drag-through construction. The MIS x Road orthogonal intersections have received textural improvements. Language Support: The NAM is now fully translated into Italian (thanks to Ulisse Wolf) and Korean (thanks to SimCitySquare). Translations have been expanded for French (thanks to hugues aroux) and Portuguese (thanks to SDA). Additional information, including installation instructions, can be found in the read-first-NAM-48.html document, included in the download, and also attached below. -The NAM Team read-first-nam-48.zip
  3. Version 1.0.0

    86 Downloads

    A set of 14 grassy/gravel/dirt type roads. They all are the same speed as Dirt Roads and cost no resources to build.
  4. Version 1.0.0

    64 Downloads

    A set of 9 colored roads. All have same walking speed as Dirt Roads. Cost no resources to build.
  5. Hello, my highways controller keeps showing me an explanatory box of what piece it is. Great and all, but how do you get rid of it?
  6. So i downloaded the Gritty Grey Pavements Mod, looks nice ! But few stations, puzzle pieces, roads with GLR etc are staying white (standard color) Is it possible to fix it and make it the same color as the pavement from gritty grey ? See the pictures below Thanks
  7. So, I was encouraged to make this topic/thread after essentially compiling a list of mods for someone on the SC4D Discord server. This is primarily just a list of links for people to follow to grab some neat mods. There was a guy over on the Discord server who was asking about some road construction mods, so, that's primarily what this thread is about, however, it's honestly open for construction mods in general. The neat part is, typing "construction" into the search bar/box you can find most, if not all, of these. I sorted the links into two groups, one for dedicated road themed construction, and one for general construction. This was because the extra links could work to add detail to cities and some even have extras that could work rather well alongside the road themed construction lots, as well as just along road networks in general, implying some form of road construction, as not all road construction is necessarily on the road directly, due to installing culverts, surveys, etc. Please note, however, that many of these may have dependencies, and I suggest checking each one you're interested in grabbing. On a side note, while it seems somewhat counter-intuitive, I feel that having 'growable' construction lots would be good, since i'm sure there's just spots where people want a lot that's perpetually under construction, and what's a better way than for it to also give you money every month? But, certainly the construction equipment could at least be found in industrial zones; or even commercial zones, as there's always some kind of equipment that's for sale/lease to those who need it. Certainly, there's a sim out there ready to borrow that road grader for their driveway, no?
  8. Help appreciated - want to build a 4-way road junction with slip lanes (to optimize right turning traffic). Is this feasible without Network Extensions mod?
  9. Hi people from this great community! After some searching around i could not find an answer for my question. Hopefully one of you will be able to help me out or point me in the right direction. So I use the Swamper77 NoRailDirt mod, and it removes all the dirt. Also this removes the dirt under the streets/roads etc in I-AG zones.. Is there a way to keep the dirt under the roads (looks better IMO in I-AG zones especially with SPAM) but still have the dirt gone under the rails? Or maybe you might have another solution to this? Any help would be greatly appreciated.
  10. The NAM Team is pleased to announce the 47th release of the Network Addon Mod, NAM 47. DOWNLOAD LINKS (All Cross-Platform) STEX ModDB What's new in NAM 47? Here's a list: Pedestrian Revolution Mod Features: The NAM Team is pleased to present the Classic Draggable Pedmalls, courtesy of Ulisse Wolf and Lucario Boricua. These come in 8 styles, 6 of which are equivalents to the Pedmall Puzzle Pieces, and introducing 2 new designs: the Retrowave Red Brick, inspired in the old brick texture used for the U-Rail in earlier NAM versions, and the Industrial Style, using the concrete surface typical of industrial lots. The initially supported features of these pedmalls include: Multidirectional draggable starter pieces using the Street network, supporting all orthogonal, diagonal, intersection and roundabout configurations, with the exception of wide radius curves. Intersection support (OXO T and 4-way) in the form of mid-block crosswalks. These support Road, Avenue, and all two-way Network Widening Mod override networks (TLA-3, AVE-2, ARD-3, NRD-4, TLA-5, RD-4, RD-6, TLA-7 and AVE-6). These draggable pedmalls are also compatible with the FLEX mid-block crosswalk pieces. Special underground paths enable residential zone development, while crossings discourage car traffic through restricted car paths. In addition, some enhancements to existing functionality have been implemented: The override code for the size 3 mid-block crosswalks for TLA-7 and AVE-6 have been overhauled, enabling these to be overridden from one side. RealHighway (RHW) Features: RHW-12S A new, 12-lane quadruple-tile RHW network (separable into two dual-tile halves, carrying 6 lanes in each direction) has been added, with the following features: Three height levels are supported: L0/Ground, L1/7.5-meter elevation, and L2/15-meter elevation. Transitioning between these height levels is supported by the ramp-style FLEX Height Transitions (FLEX-HT), as well as the FLEX OnSlope Transitions (FLEX-OSTs), by connecting them to the RHW-12S networks. The RHW-12S features the same network crossings presently available to the other S-Type RHW networks, including crossings in all orientations for all Maxis base networks, all other RHW networks, Draggable Ground Light Rail, and Draggable Road Viaducts (L0-under-Viaduct-only), plus Orthogonal x Orthogonal (OxO)-only support for Network Widening Mod networks, Elevated RealRailway (ERRW) Viaducts, Tram-on-Street, Tram-in-Road, and Tram-in-Avenue. Limited Hybrid Railway (HRW) support also exists. Extensive ramp interface support: supported ramps using FLEXRamps and Draggable Ramp Interfaces (when applicable) include Orthogonal Type A1 (all levels), Type B1 (all levels), Type D1 (all levels), Type E1 (all levels), Type A2 (all levels), Type B2 (L0 only), Type D2 (all levels), Type E2 (L0 only), Type A1-Inside (all levels), Type B1-Inside (all levels), Type D1-Inside (L0 only), Type E1-Inside (L0 only), the new Type A3 (L0 only) and Type D3 (L0 only), plus Diagonal Type A1 (L0 only), Type B1 (L0 only), Type D1 (L0 only), and Type E1 (L0 only). FLEX Width Transition (FLEX-WT) has been added, to support width transitions between RHW-12S and RHW-10S at all applicable height levels. FLEXFly over and undercrossings are supported with the RHW-12S (orthogonal-only, as diagonal undercrossings for FLEXFly do not presently exist for any network). Several bridges have been added (see Bridge section). Support for FlexSPUI is presently limited, and Three-Level Crossings are not yet supported. RHW X3 Ramps: The first two FLEX 3-lane ramps, in A3 and D3 configurations, have been provided for RHW-8S, 10S and 12S. At present, only L0 support is available. General Improvements: Some enhancements, courtesy of memo, have been made to facilitate FLEXFly-over-FLEXFly functionality. Some enhancements, courtesy of Flann, to elevated RHW network models have been added. Various adjacencies involving RHW x RHW crossings next to the base orth-diag curve on the smaller networks (RHW-6S and smaller) have been addressed. Bridges: A multitude of new bridges have been added, courtesy of IDS2 and Kitsune: New viaduct bridges for L0 RHW-8S, L0 RHW-10S and L0-L2 RHW-12S. A pair of new Steel Arch bridges for RHW-10S and RHW-12S. Base Network Features: A new 5x5 90° Wide Radius Curve FLEX piece has been added to the Avenue network. Miscellaneous: A huge number of bugfixes have been done for this release, including: Various RHW situations involving "tile drops", such as the RHW-8S-to-6S FLEX Width Transitions, the RHW-8S Type D1, E1, and B2 ramps, and the RHW-10S Type D2 and E2 ramps, have received considerable stability upgrades. The orientation of the Road end-T on OWR-1 intersection has been corrected. The orientations of certain NWM intersections involving the OWR-1 network with Euro textures have been corrected. Stability improvements have been made to the Ground Light Rail crossings with various wider RHW networks. The Dual Type 230 QCXs with L1 Dual Type 230-over-RHW-8C/6C and RHW-10S/8S have been improved. Issues in which lane drop arrows appeared in the wrong places on the S-to-C FLEX Width Transitions have been corrected. The ramp textures for the RHW-10S Type D2 and E2 ramps, as well as for the RHW-8S Type A2-Wide and B2 ramps have been improved. Orientation and stability issues have been fixed with the Avenue-based AVE-6 and its Thru-T-intersections with Street, Road, and One-Way Road (both Short-T and Long-T). Orthogonal x Diagonal slip lanes involving Road and One-way Road (OWR) have been re-implemented. Several hundred path files across all areas of the NAM have been fixed by memo and Tarkus. More SAM Street crossings with the Rail network have received crossing gates. Euro wealth textures have been added to the Avenue-based AVE-6 network. Additional information, including installation instructions, can be found in the read-first-NAM-47.html document, included in the download, and also attached below. -The NAM Team read-first-NAM-47.zip
  11. Here is the updated LA County Region update. As you can see im working on all the East and Sout h side of the region, more pictures and a video coming soon. Here is the YouTube Video link of the Region View and Live San Fernando city view in action: SimCity 4: Los Angeles California City and County Build - YouTube
  12. Hello I have started to use underpass recently, so traffic doesn't stop when a train passes. I wonder how can i make sure the roads and avenues are actually connected underneath the ground? in Cities Skylines player actually need to build roads and avenues to make sure they are actually connected underground, just like how we build metros tunnels in SimCity 4. btw, i have another question, which graphic setting should i let the game run on? i'm currently letting the game run on DirectX, because i saw someone on YouTube saying that Direct X will allow the game to use the most out of a system, especially for computers with high-end hardware. but i also see people saying that SimCity 4 should be run on Software. Thanks.
  13. I am looking to see a couple things - perhaps a quick answer and/or some recommendations on guides worth reading/watching on some of the more detailed edits you can do with this. Primarily intersection connections/merge lanes etc.. i have attached a photo of an intersection i would like to modify. first shows intersection - 2nd shows the type of connection i want to make. traffic from the bottom a single lane to turn right and avoid the light / traffic coming from the left single lane to connect right and avoid the right.
  14. Auto-Snapping to roads

    How do I disable objects from automatically snapping to roads? I recently reinstalled the game with all the plugins I had before. I didn't have this problem before, but now the auto-snapping/magnetism is very strong. Did I miss something while installing NAM (an older version, 36)?
  15. How do I get rid of those silly maxis arrows on the one-way roads?
  16. Is it good to build grids? I have seen how many YouTubers do it, but it is supposed to increase traffic because it produces many traffic lights and more waiting times for the Sims, that means less efficient public services and great losses of Simoleons. What should I do?
  17. I'm a bit embarrassed that I don't know this yet, but do sims commute through cities ever? Meaning, rather than living in City A and working in City B they would live in City A, work in City C and commute through City B to get there. I probably didn't need the extended explanation.
  18. Hello, I'm new to this and trying to build roads. I canmake a straight one but how to do curved ones. They just draw, straight. Any clues to get me going please?
  19. Hi all- thought I'd create a topic in this section- I've created a video going through all the networks I have in my roads tab. This video is up to date as of NAM 42, so be sure you have that version (or newer in the future) to follow along. Any questions or feedback? Feel free to post below or comment on the vid. Thanks and I hope this is useful!
  20. Often while imagining how everything fits together within a region, I have the desire to terminate a RHW at some point within a city. In real life, highways (even interstate ones) occasionally feature intersections with stoplights as they pass through major cities, although this doesn't seem to be something that's natively possible with RHW currently. So after a bit of messing around I was able to come up with the solution in the attached image. To create my faux intersection, I crossed an avenue with two five-lane one-way roads from the Network Widening Mod (the closest approximation I could come up with for the RHW 10-S I'm working with). Through a careful process of disconnecting tiles and using filler pieces to adjoin my RHW, I was able to arrive at a pretty good visual solution. The autonoma do turn onto the RHW, although they fade away almost immediately after. Go figure But more importantly, a look at the Traffic data view shows that the Sims *are* turning onto the RHW here for their commute to the neighboring city. Success! Has anyone else faced this dilemma of wanting to build a highway intersection like this, and what strategies do you use for terminating highways?
  21. Many people have wanted to see one-way streets in the NAM over the years. However, this has not happened. Other people have wanted to see one-way roads with speeds and capacities similar to regular roads, for those situations where one-way roads do not have the advantage of timed stoplights to give them the speed advantage that they typically employ. To give one-way roads this dual functionality in the NAM - with two different sets of speeds and capacities - is probably impossible. However, it is possible to effectively construct one-way streets (with speed limits and capacities essentially equivalent to standard streets) as well as construct one-way roads that differ from standard roads only in their direction of travel, and this can all be done without any changes to the NAM. To build one-way streets, just build most of the street as you normally would. However, when the street approaches an intersection, use a tile of one-way road to enforce the directionality of the street. This should be done on both sides of the intersection, so that Sims living or working on that block are forced to follow the one-way restrictions just like everyone else. If a block containing a one-way street crosses from a residential to a commercial or industrial zone, depending on the orientation of the street, it may be wise to include a tile of one-way road at the transition so that Sims can't backtrack just to get to their job. The RTMT one-way road stations can also be place right next to the intersections; these stations will enforce the one-way nature of the streets, while providing excellent transit service at the intersection. For producing slower one-way roads, simply follow the above instructions but connection the one-way pieces with standard roads instead of streets. If you wish to review the rationale for giving one-way roads significantly higher speeds and capacities than regular roads, please review the posts from here to here in the Traffic Simulator Z Development thread.
  22. My region since I started this one in 2015 has always been a Left Hand Driving Region. I notice that the traffic signals face the wrong way on my roads. Is there a way to fix to make them face the right way to suit my LHD cities?? Or is this something that is just hard coded in the game?
  23. One thing that has always bugged me about SimCity is how strict the road access requirement is. Pretty much all buildings have to directly face a road or else they won't work. Industrial zones already got some leeway here in SC4. For commercial zones the direct rode access makes sense and doesn't bother me as much. But for residential? Are the SimCity residents really that lazy and does absolutely everybody have a car? But even with a car, there are many situations in the real world where you would (have to) park your car some distance away from your home. So I don't think it should be a problem if you have to walk a bit to your house. So to make it more specific... I hate the grid, so I am always looking for ways to break it. But this means I always end up with situations like this: space which I'd love to fill with more residential, a school or something else useful, but I can't since it is not directly next to a road. I think now all I can put here is parks since I think those don't require road access? Is there any mod or some other trick that I could use to make it so that at least for residential the building can be at the very least 1 tile away from a road?
  24. Hi everyone. I'd like to make use of some of the awesome MMP paths to create residential/farming zones that appear to only be connected by these pathways. In other words, unconnected by streets/roads to the rest of the network, but will still grow. Is there such a thing as invisible streets or roads? Or another method to make this concept work? Separately, I'm going to be building a region that starts in the 1700/1800's, and the black asphalt paved roads just don't fit. But I would like to be able to have a couple main roads connect main towns on the map, and show accordingly on the regional transportation view. Is there a mod to give roads a dirt texture? Google is failing me here, all I find is dirt streets, which I'm well aware of! Many thanks
  25. Is it possible to create or mod curve roads and roundabouts without NAM?
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