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Showing results for tags 'sandstone'.
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Version 1.0.0
2,561 Downloads
The UC Clinic, by Mattb325. --------------------------------------- Inspired by the old (and long demolished) Union Club which once stood on Bligh St, this is a smaller medical facility for towns or to supplement larger hospital care. Unlike the modern connotations of a union, this club housed university professors, alumni, medical professionals and the like. Being a member of this club granted one access to the top echelons of society, so I have made it a luxury clinic. The lovely Georgian style sandstone building with its striking basement are an unusual feature for SC4 buildings. On a 3x1 lot it is also quite a useful size to fill awkward gaps left over by diagonal or FAR roads and standard zoning. The lot comes is a ploppable Clinic, which is found in the Health Menu and is has a decent capacity (1,650) and radius (624). It also provides up to 62 civic jobs across all 3 wealth categories. It works well in a old town environment as well as a suburban high street (where you can place parking behind the building). While I have made very large hospitals in the past, I actually like these smaller civic buildings as they are really useful in terms of getting sims into jobs: especially when making larger suburban areas. --------------------------------------- STATS CLINIC: Lot Size: 3x1 Occupant Groups: Civic, Health, Strikeable Health, Hospital, BSC, BSC-Mattb325 Plop Cost: $1,150 Jobs: Jobs$16; Jobs$$35; Jobs$$$11 Buldoze Cost: $70 Power Consumption: 3 MWh Water Consumption: 10 Gal/month Pollution: 1 (Air)/ 1 (Water)/ 0 (Garbage ) Pollution Radius: 3/4/0 Hospital Coverage Radius: 624 Hospital Pop vs. Distance: 100 / 100 Hospital Effect vs. Ave Age: 8 / 8 Hospital Patient Capacity: 1,650 Hospital HQ Boost: 11.52 Catalog Monthly Cost: $ 600 / $ 100 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: *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) --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. -
Something Borrowed, Something Blue
MissVanleider posted a City Journal entry in (SC4) City Pot-Pourri
Some pictures I should have retaken and uploaded before and some new pictures. These are all from the same tile as the last update which is now pretty much finished. The city still doesn't have a name, but retains a strange selection of buildings and plenty of parking. The rowhouses; which I really like, do stand out a bit in this (mostly) European environment. But I like them, so that's all that counts. More at home are the posh terraced houses. These are high-wealth in SC4, but the game doesn't have a wealth category to classify how expensive these are in West London. Some terracing. Sometimes I think I like retaining walls nearly as much as I like buildings... A little further up we see a combination of new and old. The older buildings in the city have been preserved for their historical fame or notoriety. I'm not allowed to tell you what the building in the middle is preserved for without putting an age-rating on the entry. more low/medium rise buildings. I think this is my favourite 'scale' of architecture, skyscrapers can much more easily seem oppressive. The 'something borrowed' from the title is in this image. The highway interchange I copied from a city journal by Ln X. Mine looks nice, but doesn't seem to work in every direction unlike his much better version. Mine looks nice. I can't decide if I want the staining on this building to be new and made that fancy oxidised-steel I saw on grand designs this week, or if I just want it to be an older building stained from all the fumes from the highway. The second seems more realistic until you realise that nobody drives on this bit of highway for some reason. for reasons that are obvious. Some pictures with trains in them Skyscraper fans, I promise you'll see something taller eventually... Even if buildings look ridiculous together, sometimes they are too pretty not to include. plus my sims all speak several languages, so it doesn't seem as weird to them. Yes! more retaining walls I also really like that maxis statue lot for some reason.. The large apartment complex oriented at 45 degrees is one I really like, so it's repeated a few times (because I can't bring myself to demolish it). It came from a Japanese site and I think it's called 'Condominium03' although the english query in game is blank so I'm not totally sure on that. bit of an overview of the area. I'm honestly not sure what sport they are supposed to play here! Lets say cricket, because it rains a lot and the roof makes cricket possible... The station, and some(thing) blue buildings. One of them has a road through the middle of it. Between the station, the sports stadium and close to the airport are a few hotels, both modern and traditional and the opera house, which used to be bugged but apparently isn't now. Another glimpse of a high building or two. The homes behind that are probably owned by people too rich and influential to be cleared for something higher-density. The number given for residents by the in-game query tool on these buildings presumably includes Downton-abbey style 'downstairs' people. Yay! - tall buildings! The 'gherkin' is surely the best building in London in the last 20 years, and in real life they do their best to hide it behind a curtain of much worse buildings, so I've done the same an overview of this part of the city Finally, a big overview. Hope you enjoyed!- 12 Comments
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Hey guys, I installed the sandstonde sideway mod, but when I plop buildings along road, some of them change the texture. It is not with all of them, actually many don't but a few do. This is what I mean; Does anybody know how to resolve this? Thanks
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In The Real World: Suburbia and (more) Sandstone
MissVanleider posted a City Journal entry in (SC4) City Pot-Pourri
Belated replies: @michae95l thanks very much, it did continue... eventually. @Benedit Thanks for recognising that they were jokes, i was a little worried people might just think i had a loose grip on reality! @Abrams124 Thankyou, i have managed a little more work as you shall see... @Schulmanator very much appreciated. @Sexysark:P Thanks, i like making the city look nice and getting a consistent feel @Mymyjp Thank you. Now massive pressure to make the next update fun...! @Tonraq Thanks! @SylvioJ Thanks. I very much enjoy the sandstone and there are quite a lot of content which takes advantage of it. This update will focus on one tile of the Southern suburbs of the city with no name, which isn't finished yet. (Catchy name). The suburban sprawl continues to a couple of connecting tiles, but this one is the most 'finished' the buildings are grown wherever possible, lots of bulldozing and making historical and then some plopping of buildings which fit in but are either a) not growable - such as the diagonals, or b) growable in theory but a victim of mathematics. An overview of this part of the city. Suburbia, including a parade of shops that in the real world would be guarded by gangs of agressive youths with nothing better to do. Here there is a baker, a beauty salon, a newsagents and a hairdressers. A little further up the road is the local medical clinic. More suburbs. Despite the traffic noise and the graveyard opposite, these suburban houses are extremely expensive due to the proximity to the local centre. And some more... And a slightly zoomed-out view. Lots of green space. The highway isn't very busy here because in some directions there is no neighbour connection RHW-tile. The sims tell stories of a bermuda-triangle like effect where cars just vanish into nothingness. They are smart enough now to avoid risking driving upon these stretches. In the real world, this interchange would be pretty dangerous. In Sim City 4, its just pretty. The stadium car park is half-full, but the terraces are bare. This is because the home team are poor, but the catering is excellent. low-rise apartment buildings, suburban houses and scattered historical buildings give way to a 'hi-tech' warehouse for a company which still exists in this reality. The centre of town, mid-rise buildings predominate. The area has several hotels, including a couple of my favourite BATs. Hotel Christine is one of the older hotels and is famous for it's reasonable prices and flirtacious bar-staff. A small mosaic of the centre. making the horrid grass around the maxis city hall blend in is difficult! second mosaic of the centre. The small brown commercial buildings are repeated everywhere despite my regular bulldozing. It's a nice neutral building which fits a lot of different settings, but it does LOVE to grow! -
Version v1.46
7,008 Downloads
This Mod contains a complete sidewalk override for the NAM, to ensure your transport networks blend in better with Custom Sidewalks. Paeng's Sandstone Pavements (PSS) Version. Installation This mod is packaged as a Windows .exe installer. For those that would prefer not/are unable to use an Installer, the NSIS installer files can be opened with 7zip or a similar application. If you wish to do this, you will have to manually setup the folder/file structure with the correct individual files within the archive. Please refer to the installed documentation for further details, note these files are installed here: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid cluttering up your Plugins folders with non-SC4 files. De-Coupling Rail Crossing Textures When installing SWN, you can de-select the Rail Crossing Textures. This option exists, so users with other mods for those features, will not have issues when installing SWN, even if SWN loads after them. The Rail Crossing Textures should be de-selected if you are using the RRW Reskin mod. Note: No SWN support is included for such optional custom textures, you need to get SWN compatible versions from elsewhere, or those networks will remain as their defaults. This feature simply allows you to prevent SWN from conflicting with such customisations. Dependencies / Compatibility There are no dependencies for this mod. The base mod is suitable for use with the vanilla game, but I highly recommend using it with the latest version of the Network Addon Mod. Of course, it goes without saying, it would also look weird if you were not using the supported Sidewalk mod. Highly Recommended: Network Addon Mod Paeng's Sandstone Pavements The Japanese NAM Facelift Mod SWN does NOT cover some legacy pieces, which are already covered by this mod. See the included Readme for full details of how to use both together. This mod is designed for either the US or EU Cosmetic ReTexture mod in the NAM. Both RHD and LHD textures are supported. Additionally you can select from three rail types, Maxis, PEG 205 or RRW (Real Railway). SWN was designed from the ground up to be used with either my TGN or NGN mods. It also contains support for Rivit's Urban TSR mod. Help make this mod better Found a missing or unsupported texture? Having problems or got comments? Then why not visit my thread at either SC4D (MGB's Mods and other stuff) or Simtropolis (MGB's Lot and Mod Shack)? I would like to say a big thank you to the following people Rivit, for the huge support and tools that made this mod possible in the first place. A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools. Without your help, I would never have started down this road.- 22 Comments
- 10 Reviews
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Version 1.01
6,790 Downloads
The long awaited parkings with overhang are finally arrived! Thanks to the RKT0 model technology, creating those handy structures is now within reach of unskilled batters like me Those parkings will tremendously help you dealing with those nasty diagonals in your quest of grid busting. UPDATE 1.01 The lots were initially supposed to generate a 5 $ monthly income, not a expense. This has been adressed. Also new textures have been added for further customisation. What's in the package? - 4 lots with 2 distinct shapes and their mirrored counterparts - 6 different textures design, to blend seamlessly with your favourite sidewalk mod (choose one, delete the other) - 4 offset car models in HD, an original creation from Girafe. Lots Stats TRIANGLE Plop/doze: 0/0 Electricity/Water: 0/0 Pollution air/water/garbage: 0/0/1 Jobs provided: 2 $ Capacity: 2000 Monthly income: 5 $ COMBO Plop/doze: 0/0 Electricity/Water: 0/0 Pollution air/water/garbage: 0/0/1 Jobs provided: 2 $ Capacity: 1500 Monthly income: 5 $ WARNING those lots have zero tolerance to slopes. Use on perfectly flat ground only. Dependencies BSC - VIP girafe carpack vol. 1 & 2 (v1.0) Crazy credits - thanks to infamousjbe for the original idea - thanks to Girafe for kindly allowing me to use his beautiful models in this pack - special thanks goes to cogeo for sharing his RKT0 technology knowledge and invaluable help in debugging. Suggestions or Problems with this mod: report here please- 31 Comments
- 44 Reviews
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Hello community, i have the problem that i use paengs sandstone sidewalk mod which replaces the sidewalk with a other texture. This is still working with the current NAM Version 31.2 but the Tuleps still have the old texture. I had have in the past a mod how fixed it but it wont work with the actual version. Does anybody know other mods to get Tuleps and Glr and all the things from NAM with sandstone ? Moderato3
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Version 0.9.9
11,918 Downloads
The Super Light Asphalt Mod is a retexture mod designed to extend the effect of Moonlinght's Super Light Asphalt Sidewalk Mod to NAM components. It will change the default sidewalk concrete texture and replace it with an asphalt texture (a must-have for asian CJs!) Installation Detailed information in the readme file. Dependencies -Moonlinght's Super Light Asphalt Mod (optional, strongly recommended) -Moonlinght's NAM roundabout fix or equivalent (optional, recommended) -NAM 31 or higher (strongly recommended) Supported features -Elevated rail over road & avenue -Flups -GLR -NWM -Overpasses -Tram in Avenue -Tram in Road -Tram in Road textures variations -Tuleps -NAM stations & transitions -RTMT stations -Turbo roundabouts -Draggable overpasses Unsupported features -Extended draggable GLR -Rural GLR -RHW -Tram on Street -US T-RAM variant -Street & Road roundabouts UPDATE 0.9.9.9 (03/2013) Added draggable elevated networks (to be found in the update folder). UPDATE 0.9.9 (12/2013) Turbo Roundabouts & ELR Over Avenue textures have been added for NAM32 compatibility, as well as other minor fixes and additions. The update is exclusively aimed at the sandstone version; development for the concrete version is discontinued. Still, the Turbo Roundabout & the flup rail plugins can be used by both versions of the mod without any visual disruption. UPDATE 0.909 (08/2013) Another variant is available! All GLR textures, including Tram-In-Avenue & Tram-In-Road medians have been redesigned with sandstone background. To use these, install the z_Super Light Asphalt Mod (sandstone) following instructions in the readme.You don't need the older version (concrete) to make the new one (sandstone) work. In case you use the sandstone variant, please note that the mod will not change the median textures of BATs, such as Tram & Tram-In-Avenue transitions. Credits -to Moonlinght, for the sidewalk mod -to Mandelsoft, Ganaram D. & Memo for their technical assistance -to all developers, for providing the tools -to every member of the NAM team, past or present, for their contribution to the NAM -special thanks to the modding community for all the hard work that keeps the game alive and make it unique. Suggestions or Problems with this mod: report here please- 13 Comments
- 10 Reviews
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- moonlinght
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Version 1.00
11,012 Downloads
This mod is designed to extend the effect of Paeng's Sandstone Sidewalk and Base Texture Mod to the Network Addon Mod (NAM). Paeng's sandstone mod replaces the default Maxis sidewalk and base textures with sandstone textures, but does not replace the custom textures used extensively by the NAM. This mod replaces the custom base textures used the NAM with the medium wealth sandstone of Paeng's mod. It is designed to work specifically with Paeng's mod, but could also be used with other sandstone mods, although the textures will not match exactly. This mod also changes the rails of the GLR to a darker gray. This mod also includes a set of three small sandstone filler parks to help fill in areas around the NAM pieces. These parks are: 1) a 1x1 sandstone tile; 2) a 1x1 tile divided diagonally between sandstone and grass; and 3) a similar 1x1 tile divided diagonally with one half sandstone and the other half transparent. INSTALLATION Unzip the "zzz_ sandstone_NAM" folder and place it in your Plugins folder. It must load after the NAM to work properly. This mod has been broken up into five components, each with its own subfolder. If you do not want or need one of the components, just delete the corresponding subfolder. The components are: 1) Base NAM 2) GLR 3) Turning Lane Extension Pieces (TuLEPs) 4) Roundabouts 5) Sandstone fillers DEPENDENCIES * Network Addon Mod Network Addon Mod * Paeng's Sandstone Sidewalk and Base Texture Mod Sandstone Sidewalk and Base Texture Mod CREDITS Thanks to Paeng for his great sandstone mod and to the entire NAM team for their spectacular creation. -
Version 1.00
4,471 Downloads
This mod is designed to work with Paeng's Sandstone Sidewalk and Base Texture Mod and Road Top Mass Transit (RTMTV3). Paeng's sandstone mod replaces the default Maxis sidewalk and base textures with sandstone textures. It does not replace any custom textures, however, such as those used by the Road Top Mass Transit (RTMTV3) stops. This mod replaces the custom base textures used by RTMTV3 with the medium wealth sandstone of Paeng's mod. It is designed to work specifically with Paeng's mod, but could also be used with other sandstone mods, although the textures will not match exactly. INSTALLATION Unzip the "zzz_RTMTV3_sandstone" folder and place it in your Plugins folder. It must load after the RTMTV3 to work properly. The files in the "SAM" folder are optional. They replace the base textures of the Street Addon Mod stops found in RTMT Add-On Pack 3.60. If you do not use these stops or want to retain the default textures for one or more of them, just delete the corresponding .dat file in the SAM folder. For example, if you want to use the default texture for bus stops on PEG Dirt streets, delete the "PEG_dirt.dat" file. DEPENDENCIES This mod is designed to make RTMTV3 and Paeng's Sandstone mod compatible. Road Top Mass Transit V3 RTMT Add-On Pack 3.60 Paeng's Sandstone Sidewalk and Base Texture Mod CREDITS Thanks to Paeng for his sandstone mod and the inspiration and guidance for this project. Mod edit 7th May 2017: Fixed formatting -
Version 1.01
8,368 Downloads
These Mods - one for sidewalks and one for base textures - will replace a number of default textures with new custom textures designed mainly for rural villages, towns, suburbs and small cities. Basically it is meant to freshen up all those places using a lot of the default sandstone or an overdose of 'white' and 'pink' faux marble - mainly sidewalks, plazas, fillers and to some extent also the bases below buildings. The default sidewalk textures will be replaced with a new texture set for high, medium and low wealth/density. All base textures and overlays related to the Maxis default sidewalks (Pink, White and Grey) as well as the default Sandstone can be changed to the new Medium Wealth (key) texture with this mod. The Dirt Sidewalks along agricultural developments change to a new texture more related in color as well. Installation The default (and recommended) scenario will install the 'Sidewalk_Mod' with all-wealth-dependent sidewalks (high, medium and low wealth/density) and the 'Base_Overlay_Mod' with all the new base and overlay textures. The unpacked Mod resides in the folder 'zzz_PaengTextureMod' to ensure that it loads last. Keep it in the root (1st level) of your Plugins, don't put it into any subfolder. Developer Notes Control Freak Options Both parts of this mod can be configured and customized in numerous ways. The included ReadMe has a highly detailed section for all who'd like to get into it. For all who'd like to 'Read Before Download' first, there is an Online Version Available. Extras A 'Texture Pack' provides all the new textures and can be used for any individual lotting projects. Recommendation If you want to expand on this mod and its textures, check the work of AtmoGuy, e.g. his highly compatible Mod to Replace Textures on RTMT Stops. The following animation (give some time to load) shows the 'evolution' from defaults to 'old' sandstone to new textures. http://dl.dropbox.com/u/5012419/niteowl/texani01.gif Support If you have any problems, questions or suggestions come over to the Sandstone Texture Mod Support Thread and join the discussion. Credits Textures & Modding - Paeng Special Thanks! to the NiteOwl Murimk for brainstorming, testing, moral support :-) and a big help on logistics... Same to everybody else who joined the fracas at some point in the SimPeg forums! Mod edit 7th May 2017 - Fixed formatting -
Version 1.0
7,603 Downloads
This Mod will replace the default sidewalk textures in SimCity4 with the sandstone texture (Also used in the NAM pedestrian streets). This modd will work with jeronij's street side modd. (found here) make sure you load this mod AFTER the street side mod If you have a sidewalk texture that you would like to see replace the standard maxis sidewalk textures please PM mjig_dudy or post in my development thread at simcities.com. To install simply extract the contents into your My Documents/SimCity4/Plugins folder. We also suggest you create a folder called SMP PROD in your plugins to keep all of our work together. Modding - mjig_dudy Special thanks to those members of simcities.com who offerd support and suggestions Staff Edit: Fixed dependency link.- 18 Comments
- 24 Reviews
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