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City-building game(s)

Found 55 results

  1. SM2 Power Pack

    Version 1.0.0


    SM2 Power Pack. You will find 5 Power lots in this pack. 1) SM2 Power Transformer 1 - 2x2 lot - 1000 Output 2) SM2 Power Transformer 2 - 2x4 lot - 1500 output 3) SM2 Power Transformer 3 - 3x6 lot - 2500 output 4) SM2 Power Substation - 3x6 lot - no power output (eye candy, to be used with SM2 Wind Power Marine lots) 5) SM2 Substation Transfer Box - 1x1 overhanging lot used to simulate underground connection to Maxis power pylons. I created custom icons for the 3 powered ones. Many timed props are also included. You will find them in your Utilities menu Dependencies SM2 Prop Pack Vol2 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Prop Pack Vol3 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 SM2 Prop Pack Vol4 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548 Have fun. Simmer2
  2. SM2 Marine Wind Power

    Version 1.0.0


    SM2 Marine Wind Power . You will find 2 lots in this pack 1) The Wind Turbine is to be plopped on water. 2) The buoy is to be plopped on water, from the Wind Turbine field to the shore. The buoy acts as a power transmission lot. It will light up at night if powered. Turn on your power grid and plop the buoys in a row. Watch the green power grid make the connection. Once satisfied, turn the power grid off. Each Wind Turbine will output 1800 units of power. By plopping a few of them you can enjoy unlimited green power!! I have created a specific Power Substation lot which can be found in my SM2 Power Pack. Plop it on shore for a seamless power grid. Questions? Please post them here http://sc4devotion.com/forums/index.php?topic=17211.0 Dependencies SM2 Prop Pack Vol4 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3548 SM2 Wind Power - Enjoy Simmer2
  3. SM2 Wind Power

    Version 2.0.0


    SM2 Wind Power Clean energy for a bright future. Cost to plop 900 Power Output 1800 No base texture, just plop it and dress it with your choice of MMP. Can be plopped on very steep slopes. Custom foundation included. Run power pylons from this lot to the edge of town and enjoy your zero pollution electricity. No dependencies. Enjoy Simmer2
  4. Version 1.0.0


    Here are four Old Time Power Plants using jestarr's various small Boilerhouse models. Thanks to jestarr for the great props. All capacity/plop/monthly costs are balanced to the standard Maxis coal power plant's numbers. These lots feature smoke effects and normal levels of pollution. The diagonal Boilerhouse Type A lot and the Owosso lot have concrete base textures from NCD Railyard Textures pack, matching @T Wrecks' Industrial Revolution Mod I-D fillers. Other lots have grass or dirt base textures. The Owosso Boilerhouse has an overhanging portion: depending on neighboring lots, the basement access stairs will be hidden in a W2W setting, or show on pavement with IRM fillers. Menu Location: Utilities > Power Menu Sort: Before Default Lots Stats: Smokehouse Power Station Size: 1x2 Capacity: 550 Plop Cost: 900 Monthly Cost: 40 Theme: Grassy Boilerhouse Type A Prop family: Sterling Brown/Empire Red Brick Variations Size: 1x3 Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: Dirt Boilerhouse Type A 45 Size: 1x1 with overhanging diagonal prop (Sterling Brown only) Capacity: 1150 Plop Cost: 1900 Monthly Cost: 70 Theme: IRM I-D Owosso Boilerhouse Size: 1x3 Capacity: 1750 Plop Cost: 2900 Monthly Cost: 100 Theme: IRM I-D Dependencies: BSCMegaProps JES Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=342 BSCMegaProps jestarr Vol02 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=338 BSC Mega Props - JES Vol05 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1263 BSC Mega Props - JES Vol06 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1416 Sterling Consolidated Manufacturing by jestarr http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1633 Railyard and Spur Textures, Mega Pack 1.02 by North Country Dude http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2177 Installation: Unzip the file "CT14 - Old Time Power Plants - jestarr Boilerhouses.zip" into your Plugins folder. If prompted, merge with "CT14" directory if existing. Removal: Demolish any of these firetraps which have not yet engulfed their neighborhoods, nay, your entire city in an inferno, and move the folder "Plugins/CT14/Old Time Power Plants/Jestarr Boilerhouses" out of your Plugins folder. Bugs: Please report any problems with these lots to the development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  5. SM2 Water Towers

    Version 1.0.0


    SM2 Water Tower. 2 lots with fully functional water towers. 2X3 Water Tower with pipe connection to SM2 Aqueduct. (Water output = 39700) 2X2 Water Tower (Water output = 26500) Just connect them with your city's underground water pipes! Enjoy Simmer2 PS. No dependencies!
  6. SM2 Mobile Power Generator

    Version 1.0.0


    SM2 Mobile Power Generator. For all your sports events, outdoor entertainment and emergency needs. Lot is 1x2 with no base texture. Plop it and dress it. Power output = 1500 with little to no emissions. Enjoy Simmer2 PS. No dependencies!
  7. Thank you for everyone who viewed and is following this journal. Here it is after a weeks worth of work, Frontier City's water pumping and sewage treatment plant, owned by the Frontier City Municipal Water Supply District. The plant draws water directly from the Blue Gill River, and has a pumping capacity capable of serving a population of a quarter million. While Frontier City is not that size, the plant provides water and sewage treatment services to a much larger area beyond Frontier City's borders. The entire plant is environmentally friendly, using only biodegradable chemicals, and natural bacteria to treat sewage, while the primary pumps extract water by diverting it into a canal which is protected by a series of screens to prevent any fish or other wildlife from getting sucked into the pumps. Water Pumping and treatment plant looking towards the west. Water Pumping and treatment plant looking towards the east, with Blue Gill Lake in the background. Sewage treatment basins used to naturally treat raw sewage with bacteria and environmentally friendly (biodegradable) chemicals. Close-up of one of the treatment basins. Note numerous vegetation grows along the edges despite the toxicity of the water. These basins often have the appearance and smell of a swamp. Water after primary treatment drains through an underground network of drainage pipes and dirt filters, acting in a way like a giant septic tank. Sewer Treatment Chemical storage between the basins. These chemicals are biodegradable; therefore, are kept outside in the open, since runoff is no threat to the environment. The final stage in treatment before water is injected into the ground. Water Pumping and drinking water treatment facility. Primary water pumps, which extract water directly from an artificial canal. First stage treatment process which utilizes a combination ozone/ ultraviolet treatment system to kill 99.99% of all bacteria and other microorganisms. Second stage treatment process which mixes chlorine and fluorine into the water before sending the water into water mains servicing the area. Water quality monitoring and testing facilities. These are used to ensure that the water quality remains consistent and safe for human consumption. Also used to monitor plant operations. Emergency water storage reservoir. This 25 meter deep pool stores water in the event that the Blue Gill River's water level drops below the canal floor. While this has never happened in the plant's operating history, the plant still prepares for the possibility. Intersection of Freeway 25 and Water Works Blvd. Another shot of the exit into the water plant. Close-up of the plant entrance viewed from the exit ramp. Front Entrance. Night shot of the plant. Another night shot, looking across the canal bridge to the south. Night shot of two of the pumping stations. Sunrise over the plant. Early morning. Satellite image depicting the Frontier City Municipal Water Supply District's Plant to the lower center and the Blue Gill Lake Power Cooperative Plant to the upper left. Closer satellite image of the plant and sewage treatment basins. Another closer satellite image. A lot of space was left between the highway and treatment basins, due to there being the possibility of some industrial development near the plant in the future. Extreme satellite close-up. it is easy to tell where trees were artificially planted, since they have a higher density relative to the surrounding forests. I spent many hours on YouTube, watching videos from players such as Freshpopcorn, Fluxtrance, and Strictoaster which give me a great deal of inspiration for this water plant. In particular Arrowhead Junction Episode 9, gave me a lot of different ideas for going forward. If either of you three follow these forms, incredible work on your cities btw.
  8. SM2 Main Transformers

    Version 1.0.0


    Two more power substations to play with. 1) 1x2 lot with 600 output. 2) 2x2 lot with 1000 output. Textures included. 1 dependency : SM2 Prop Pack Vol2. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 Enjoy. Simmer2
  9. Electrical substation

    Version 1.0.0


    Tired of the same grisly, expensive and polluting power plants? Here I bring a small electrical substation to increase the realism of your cities. Plop cost: 4,500 Power generated: 6,000 Pollution: NONE -------------------- NO DEPENDENCIES Enjoy it!
  10. Wavestar Tidal Power Plants

    Version 1.0.0


    the small model represents the experimental wavestar machine 1/2 scale located in Hanstholm,Denmark (2009) I decided to put an extra 2 floats, the large model represents the comercial design, a total of 20 floats. If they Want to put in a shallow area,i suggest shink the ground that the columns are not immersed in waterand it would look weird, if made longest down They will not be displayed correctly. Descripción en Español El modelo pequeño representa a la maquina Wavestar de escala 1/2 ubicada en Hanstholm Dinamarca, puesta en funcionamiento en 2009, aunque decidi agregarle 2 flotadores mas, el modelo grande representa al modelo comercial creado por la misma empresa. Si quieren colocar las plantas electricas en una zona de poca profundidad, les sugiero que hundan el terreno ya que las columnas no se sumergen en el agua y se veria algo raro, hice los modelos de esa manera por que al hacer mas mas largas hacia abajo no se verian correctamente. Small Power Plant purchase cost: $6000 Power Generated;: 1600Mwh Monthly Cost: $200 Large Power Plant purchase cost: $30000 Power Generated: 8000Mwh Monthly cost: $950 Optional, for Wirings http://community.simtropolis.com/files/file/31048-rb-offshore-power-plants-powerbuoys/
  11. I was wondering if anyone knows of any power producing buildings that I can use in a small, all residential city. The Maxis ones and the ones I've downloaded don't fit in a suburban city. Thank you.
  12. Version 1.0.0


    SPAM Irrigation Canals By Becca (RebalynnTS) SPAM Irrigation Canals are a set of irrigation canals designed for the SPAM. The water texture of these canals is designed to match the PPond set but they will work well in any rural setting. Core Lots: Straight End End, with culvert Turn Turn, Wide (2x2) Tee Cross Pedestrian Bridge Floodgate Reservoir Waterfall (1x3) Extender (1x2) Culvert Lots: Turn - Left Turn - Left-Right Turn - Right Tee - Center Tee - Center-Left Tee - Center-Left-Right Tee - Center-Right Tee - Left Tee - Left-Right Tee - Right Cross - All Cross - Corner Cross - Opposite Cross - Single Cross - Tee End - Both Utilities: Waterpump (water) Water Treatment (purification) Water Wheel (power) Developer Notes: Unless noted otherwise all sections are sized 1x1. They are very cheap to plop and to maintain. They don't consume power or water, create no garbage and have no impact on anything (demand, park- or landmark effects, mayor's rating) – they are perfectly neutral. The 'Utilities' are functional and produce or purify water and generate power at reduced capacity and cost. These functional pieces have a very modest monthly cost. The 'Waterfall' piece can be used to connect canals on terrain with different heights. Proper placement is the key for this lot, please follow the instructions given in the menu. The Culvert pieces can be used to easily create street or road crossings. The "Extender" can be used to run the canals under elevated networks All sections should be plopped on flat terrain only. The set has custom icons and is grouped together at or near the end of the 'Water' menu. Dependencies: None Recommended: SPOT (Simpeg Orientation Tool) Credits: BATs: Becca (RebaLynnTS) Lotting and Images: Paeng Awesome Ideas: Pegasus Additional Screenies:
  13. Version 1.0.0


    M.U.L.E. (Mountain UtiLity Extension) The M.U.P.P.E.T.’s (Mountain Utility Personnel Providers of Extended Technology) have been busy creating a new utility pack for our mountain and rural areas.They have come up with the following five utility lots: *Waste to Energy Burn Pile *Donkey Engine Power Generator *Longdrop Composting Power Generator (toxic visual vapour) *Longdrop Composting Power Generator (non-toxic) *Moonshine Still Water Pump The lots have varying smoke and ‘vapour’ effects depending on what the utility is actually producing. Naturally the most noxious of the four is the longdrop, and yes it does cause just a small amount of air pollution (10). The good news however is that while it produces the same power output as the donkey generator (500), its running costs are considerably less, after all… as long as the TP costs are covered… the rest is pretty much free. The boys have also fired up the old donkey engine, and connected the flywheel to a generator. I am not entirely sure if the set up is completely safety approved, but it does seem to work! The boys seem to alternate between chopping wood and standing around yakking. These utility lots have reduced stats and outputs, as they are not intended to power or water a whole tile… rather just a small isolated part of it. Of course if you want to stick one of these babies, in your ultra modern megatropolis, and call it an ‘art installation’ then of course you can! All lots have transparent base textures to blend with whichever terrain mod is being used, and are slope tolerant. Dependencies: MTP Super Pack SPAM Resource The Terrain Kit (7n1) NBVC Logging Set Recommended: PEG Refuse Relocation Kit Additional Screenies:
  14. HD Wind Power

    Version 1.01


    FANTA1990 Presents: You may remember an earlier post featuring several new "skins" for the vintage wind power plant. While each bore minor cosmetic differences, they all shared the same default model shipped with the game. A few attempts by others to redesign it lacked animation, functionality, or both. Now, the power of choice has come to the smallest form of renewable energy with two completely reworked prototypes. The first from CitiesXL distinguishes itself with a stockier, slightly weathered tower, stout rotor blades, black generator vents, and external access ladder. Another from Tropico4 sports red tipped, prominently pitched blades, an intricately decaled nacelle, red blinking anemometer, and optional classic base. Both come fully animated, stand firm on 1x1 slope friendly foundations, and share all other characteristics of their predecessor without any dependencies. Available HD textures provide you with the following six options: Required (Choose only one): CXL Wind Power Plant.dat - Installs HD textures from CitiesXL with transparent base but requires hardware rendering. CXL Wind Power Plant-256.dat - Installs textures from CitiesXL with transparent base compatible with software rendering. Tropico4 Wind Power Plant.dat - Installs HD textures from Tropico4 with classic base but requires hardware rendering. Tropico4 Wind Power Plant-256.dat - Installs textures from Tropico4 with classic base compatible with software rendering. Tropico4 Wind Power Plant V2.5.dat - Installs HD textures from Tropico4 with transparent base but requires hardware rendering. Tropico4 Wind Power Plant V2.5-256.dat - Installs textures from Tropico4 with transparent base compatible with software rendering. Optional Bonus: 1x1_WindPower.dat - Installs an independent mod that will insert another icon in the power menu to plop the wind power plant in its presently installed form with a slope friendly 1x1 base instead of the default 1x2 base. (*** Tip: If installed along side one of the versions with a transparent base, you will have one icon for plopping your selection with a transparent 1x1 base and another icon for plopping it with a classic 1x1 base, giving you simultaneous access to both in game.) *** For the latest updates and more spectacular work by FANTA1990, visit his homepage on SimCity China at http://www.SimCity.cn/thread-99303-1-1.html. Builtin language translation of browsers such as Chromium and Firefox significantly ease navigation of this and other foreign sites. The content herein is published with explicit permission from FANTA1990 and may not be reproduced in any other form without said author's consent. FANTA1990 asserts all responsibility and credit for the planning, design, and production of this creation.
  15. M.U.L.E. (Mountain UtiLity Extension) The MUPPET's (Mountain Utility Personnel Providers of Extended Technology) have been busy creating a new utility pack for our mountain and rural areas. They have come up with the following five utility lots: Waste to Energy Burn Pile Donkey Engine Power Generator Longdrop Composting Power Generator (Toxic fumes) Longdrop Composting Power Generator Moonshine Still Water Pump All the lots have varying smoke and 'vapour' effects depending on what the utility is actually producing. Naturally the most noxious of the four is the longdrop, and yes it does cause just a small amount of air pollution (10). The good news however is that while it produces the same power output as the donkey generator (500), its running costs are considerably less, after all... as long as the TP costs are covered... the rest is pretty much free. These utility lots have reduced stats and outputs, as they are not intended to power or water a whole tile... rather just a small isolated part of it. Of course if you want to stick one of these babies, in your ultra modern megatropolis, and call it an 'art installation' then of course you can! All lots have transparent base textures to blend with whichever terrain mod is being used, and are slope tolerant. Donkey Engine Power Generator Longdrop Composting Power Plant (with toxic fumes) Longdrop Composting Power Plant (without toxic fumes)... Moonshine Still Water Pump Waste to Energy Burn Pile BETA - M.U.L.E. ...no no no, not that sort of beta mule... OK... here we are then... here is the full pack of 5 M.U.L.E. lots ready for beta testing... Download Link Dependencies: MTP Super Pack SPAM Resource Recommended: the number of garbage trucks from WtoE Burn Pile.)
  16. Hello. I have been trying to export a region view image of my entire region (2048x8192 small tiles). The Region Census program apparently can't handle large regions, so I thought I'd reinstall SimCity 4 Startup Manager, as I know it can export the region image as well. However, now that I've installed it, SC4 Startup Manager is telling me that my regions' cities are all "inapplicable", and it won't show anything but blank ground tiles in its preview of the region. I don't understand what this means, as I've already tried loading them in the game, and the region shows up just fine, in addition to the cities having no problem loading. It's only SC4 Startup Manager that has the problem. I've already tried deleting its .ini file to let it re-make it. Does anyone know if there's anything I can do here to fix this? I'd previously edited the config.bmp of the region using Startup Manager in order to expand the region to the north and east; I think maybe this has something to do with it. When I did this, all my neighbor deals were canceled, but that's been fixed since then. I would also like to possibly use Startup Manager to more easily edit the config.bmp to subdivide city tiles in the new areas in the future, but I guess if I can't use it, I'll do that manually. Also, failing this problem getting resolved, does anyone know of another tool besides Region Census that can view/export an image of the entire region outside of the game?
  17. Oil Buoy



    By request from the Simtropolis BAT Request thread. I present an Oil Buoy for use in your industrial or seaport areas of your city. This buoy functions as a point for loading or offloading liquids and gasses to service large tankers. Cost: $5 maintenance
  18. Version 1.0


    Keep your wind turbines up to speed with the Wind Farm Service Truck! Available for Online and Offline use! A HUGE THANK YOU goes out to fellow modder, Tobse. I want to point out that this mod would not have been possible without his contributions to the vehicle model. Features - Adds the new Wind Farm Service Truck to SimCity 2013 - Matches the Wind Farm building style, colors, and wind power logo - 627 Triangle Count - Includes all Level of Detail (LOD) models - Bundled textures are 512x512 and 256x256 resolution Installation Instructions - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder - You may rename the .package files, make sure they come before "SimCity_App" alphabetically Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Mods - Power Overhaul - http://community.simtropolis.com/files/file/29373-SimCity-power-overhaul-power-upgrade/ Originally, the Wind Power Plant uses the civilian pickup truck as a service vehicle. It's always a random color and didn't seem to fit the theme very well. This truck is a new custom vehicle added to the game. It does not replace an existing car slot, it does not remove an existing vehicle. This is a big milestone for me proving that a vehicle can be added to the game. More research will follow! If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy modding Parker Authors: Parker W Young - http://www.parkerwyoung.com/ - Tobias Ralew - http://www.tobs-design.de/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for working on the truck model and interior uvs
  19. Martian Windmill



    Mars has steady winds and great dust storms. You would be a fool not to take advantage of this. These windmills provide enough power for your growing colony. They produce the same amount of power as windmills on Earth. However they are slightly different from the ones on Earth to work with lower gravity and lower air pressure on Mars. You can actually see them spin as they get blown by the wind. Installation instructions. Open the folder and copy the file to My _Documents/SimCity4/Plugins_SIMMARS/-Utility Since this is a Sim Mars project you need to have the mod installed prior. But I think you know that already. http://community.simtropolis.com/files/file/25031-simmars-beta-3/ No Dependencies That's all folks.
  20. Version


    My tower is shorter than a regular tower in comparison because it has a larger cylinder and greater "weight" and this gives an impression of greater support. The tower can be of two types: -Normal: Capacity: 3500 m3 per month -Hck: Capacity: 2000000000 m3 per month (the maximum) Don't install (hck) if you do not want to spoil the fun of the game.
  21. Version 1.0


    Here is a large facility to clean your water supply... It's much larger (14x7) than the default and accordingly costs more to plop - but in turn it's more effective and costs less to maintain. DEPENDENCIES * bldgprop_vol1.dat * NOB Water System (direct link to ZIP) * PEG Security Fencing Kit * SG 01 Mega Note: You only need the model files (*.SC4MODEL) of the NOB Water System. Enjoy!
  22. Small ventilation shaft



    DESCRIPTION A small ventilation shaft.Those buildings are found near or above tunnels, their purpose is to recharge air inside them. The one i modelled is based on two ventilation shafts. The first is the shaft above the Brooklyn-Battery tunnel, on the Brooklyn side, that fits and serves a two bore tunnel. The second is the shaft above the third bore of the Caldecott tunnel in Oakland, CA.It fits, and serves, a single bore tunnel. I took the design from the first, and dimensions from the latter.In SC4, it would fit above or near single-tile wide tunnels, and would look odd if placed next to double tile wide tunnels. You can find it in the landmark menu.I tried placing it in the misc transportation menu, but something went wrong.Sorry. MaxisNite and DarkNite provided. Modelling and modding: Francis90b LOTing: Twrecks. DEPENDENCIES BSC MEGA Props CP Vol.01 BSC MEGA Props JES Vol.01 BSC MEGA Props JES Vol.02 STATS Lot size:2x2 Building type: job-less landmark Plop cost: 3000$ Monthly cost: 20 $ Bulldoze cost 500$ Landmark effect: neutral Flamability 150/255 Air pollution 10/2 Water pollution 5/2 Garbage generated 2/0 Water usage 125 Electricity usage 100 One last thing...Enjoy!
  23. Transparent Power Utilities

    Version 2


    Transparent Power Utilities By Craig-Abcvs This pack contains two lots, that are designed to power lots in remote areas that use effects or props that require power. The lots have no visible props or buildings and have a transparent base... when plopped nothing will be visible. Nada, nothing, zilch. This is to allow terrain detailing with any MMP Flora of your choice. The Transparent Transmission Utility lots can be used to bring power from anywhere in the tile without spoiling the look of your pristinely detailed wilderness with transmission towers or visiable power stations. Turn on the power view in your Mayor menu and then evenly space the transmission lot across your tile to where you need the power. The power will now extend two grid squares around the transmission lot. Place the next lot two grid squares away from the green power view edge, and so on. Menu: Power Stats: Transparent Power Utility Plop Cost - 500 Monthly Cost - 50 Life Span - 75 years Pollution - 0 Flammability - 0 Hard Failure - 0 (Does not explode) Power Generated - 500 Plant Type and Sounds - Wind Transparent Transmission Utility Plop Cost - 10 Monthly Cost - 0 Landmark, Park, Pollution - 0 Power - 0 Flammability - 0 Installation: Unzip to Documents/SimCity/Plugins These lots have no dependencies... incredible but true!
  24. Drunk Power



    G'Day Simtropians, I thought I'd have a dick in the lot editor and made a small rural/farm generator. There are many areas in Australia where the householder provides their own power. I lived for several years in Broome and we we only had power at night when we cranked up the Lister in the shed. It produces enough power for a small community and several farms. Stats are: Power- 40MW, should that be mega or milli. Plop- 150S, sheds or genny's aren't free. Maint- 25S, diesel's expensive. A small amount of pollution. There are no dependencies. Drop the dat file in your Plugins directory and the shed is available from the power menu. Cheers

Thank You for the Continued Support!

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